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Offline Asid

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Victory at Sea Atlantic - World War II Naval Warfare
« on: April 06, 2024, 01:54:58 PM »


Victory At Sea Atlantic transports you to the cold, unforgiving waters of the Atlantic Theatre in WWII. With a vast array of ships, planes, and subs, engage in epic sea battles & secure your place in history. Victory At Sea Atlantic is the ultimate naval warfare experience.


Homepage: Here
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YouTube: Here
Blog: Here

Single-player


Victory At Sea Pacific Trailer




About

Welcome to Victory At Sea Atlantic, the latest addition to the acclaimed Victory At Sea series.

From the developers of Victory At Sea Pacific comes a new naval warfare experience that will transport you to the tumultuous waters of the Atlantic during World War II.



Conquer the ocean
As commander of your own fleets, you will engage in epic sea battles, from the frozen Arctic to the U-boat infested waters carrying your vital supplies from North America to Great Britain. You'll have access to a vast array of ships, planes, and submarines, each with their own unique strengths and weaknesses. Choose your vessels carefully and deploy them strategically to outmanoeuvre and outgun your foes.

Immersive Campaign
But it's not just about firepower. To succeed in Victory At Sea Atlantic, you'll need to manage your resources, build and upgrade your territories, and engage in espionage against enemy nations. You'll need to weigh the costs and benefits of each decision, balancing short-term gains against long-term objectives.

Featuring stunning graphics, realistic physics, and historically accurate ships, Victory At Sea Atlantic will transport you back to a time when the fate of the world hung in the balance. Do you have what it takes to lead your fleet to victory and secure your place in history?



The dangers of storms
With an epic new weather system that plays a big factor in visibility and combat tactics, the environment comes alive with huge waves, water splashes interacting with ships, subs forced to surface crashing down, vessels on fire at night that you can feel the heat from, and depth charges leaving huge plumes of water spray as they detonate.

Overhauled combat mechanics
But Victory at Sea Atlantic isn't just about visuals. We've completely overhauled the combat mechanics to make battles even more intense and strategic. You'll need to manage your energy, food, and population, and engage in espionage and sabotage of enemy targets to gain the upper hand.

With its deep strategic gameplay, immersive world-building, Victory At Sea Atlantic is the ultimate naval warfare experience. So prepare to set sail, and let the battle for the Atlantic begin!




Features coming through Early Access;

•   New aircraft bombing raids on land targets add a new dimension to gameplay!

•   Even more detailed Amphibious Assaults!

•   More vehicles!

This list could get bigger with the community's help!






















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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #1 on: April 10, 2024, 12:22:32 AM »
Next update
Tue, 9 April 2024



Hi everyone,
Thank you for your patience. We are currently still testing the new build so at this rate it is going to be tomorrow for the update. I am very sorry about this, we hoped it would be today, but we want to make sure that this is a step in the right direction before we send it out for everyone to play. As soon as it is ready we will push out an announcement, but it will be soon!

We are aiming for this update to have general game improvements as well fixes to the major bugs reported such as LV3 buildings causing the UI to disappear.

Thanks again for your support so far and I will keep you posted tomorrow as soon as the build is up!

many thanks
James

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #2 on: April 11, 2024, 12:19:02 AM »
Atlantic 0.25.0.0 update
Wed, 10 April 2024



We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update is here.

We have been working into mechanics for ships as well as planes. Outside of things like not having the subs surface and run out of air so quickly, the player now can set Combat Air Patrols on airfields as well carriers.

When a ship or airfield with a spotter is selected, there is now a slider at the bottom of the screen that allows players to set a search area perimeter. So you can stop spotters venturing too far away and out of your control.

that is not all see below for other fixes and tweaks.

This is only phase 1 of player feedback updates, so expect another one early next week!

Bug fixes:

    Enemy coastal structures remain attackable after they upgrade.
    Stopped the submersible operations tutorial triggering too early.
    Prevented a case of a fleet jumping to the wrong location.
    Fixed a bug that could prevent tutorial videos from loading.
    Prevented selection of retreated aircraft from their carrier.
    Fixed a bug where level 3 structures could cause UI to fail to load.
    Upgraded coastal structures produce the correct amount of resources after save and load.
    Prevented fighter flights getting stuck after losing their intercept target.


Gameplay:

    Reduced gun accuracy in general, and made weapon inaccuracy much more severe at long ranges and in poor conditions.
    Reduced ships' ability to evade torpedoes.
    Enemy submersibles better prioritise torpedoing transport ships and evading escorts.
    Increased the delay before which a surfacing submersible can load a deck gun.
    Increased submersible detection chances for all ships with passive or active sonar, and increased the chance of passive sonar detecting a deep sub.
    Submersible oxygen and battery power lasts much longer during combat.
    Added an airfield to London at the start of new campaigns.
    Added extra ships and submersibles to the Royal Navy at the start of new campaigns.
    Active sonar is researched by default at the start of new campaigns.
    Increased chances of most aircraft bombs damaging ships with armoured decks.
    Reduced combat engagement range, and reduced the distance fleets and flights move post-combat.
    Added a 4x timescale step.
    Ship model fixes.


UI:

    Added a combat air patrol toggle to airfields.
    Added a maximum spotter range slider for airfields and ships.
    Added a targeting line on the mini map when aiming torpedoes.
    Added extra prompts to the selected ship card.

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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #3 on: April 18, 2024, 12:19:16 AM »
ETA for Next update
Wed, 17 April 2024



We want to thank you for your patience with the next update.

Right now we are testing and refining based on feedback. We have identified areas we felt were important that players have raised. These include improvements to subs mechanics, better Ship V Ship combat, better use of planes in the campaign view, particularly around defending targets, as well as adding Radar at the start for the Allied campaign.

We were hoping to get it out today, but at this rate it will be tomorrow. Sorry for the delay but we don't want to give you a game that crashes on start!

We'll keep you posted!

James

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #4 on: April 19, 2024, 12:05:02 AM »
Victory At Sea Atlantic Update 0.26.4.0
Thu, 18 April 2024



We have been listening to your ideas and opinions, (as always keep them coming) and 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.

This is only phase 2 of player feedback updates, so expect another one towards the end of next week!

Bug fixes:

- Optimised the initial application loading.
- The airborne flight list on the navy panel shows intercept orders correctly.
- Fixed a bug causing the selected squadron list to hide when selecting flights on the bridge.
- Player submersibles stay at the right depth after moving and rotating their squadron during combat setup.
- Upgraded coastal structure power consumption stays correct after loading a save.
- Prevented empty flight squadron counters lingering in view.
- Result popup shows immediately after returning from a custom battle.
- The US war declaration loads correctly from a save.
- Demolition and repairing functions correctly on captured coastal structures.


Gameplay:

- Reduced damage and critical hit chance penalties for non-controlled ship combat.
- AP shells can over penetrate on lightly-armoured targets, reducing damage and preventing critical hits.
- Increased AP shell critical hit chance.
- AP shell armour-piercing bonus varies depending on target range.
- Updated the ammunition capacity for all ship guns.
- Reworked torpedo spotting chances, accounting for factors such as lighting and weather conditions.
- Faster-moving submerged submersibles are easier to detect with sonar.
- Improved hit-and-run and hiding behaviour for enemy submersibles in combat.
- German submersibles do not group up in fleets.
- Submersibles do not actively fire at enemy aircraft on the bridge.
- Increased visibility of shell splashes on the ocean.
- Combat air patrols use fewer of the available fighter flights, and stay grouped together on patrol.
- Planes do not replenish automatically in flights, but landed flights with lost aircraft automatically consolidate together.
- Fleets and flights retain attack or intercept orders if they lose sight of their target.
- Aircraft fuel consumption in combat reduced to realistic levels.
- Time can be accelerated to 200x on the bridge.
- In new campaigns, Britain starts with an AMES station, and radar starts researched.
- Boosted AMES range at all levels.
- Improved CAP and fighter intercept behaviour on the bridge.
- Improved flight spotting updates when at high timescales.
- Aircraft no longer move at full throttle on the bridge.
- Reduced the frequency of enemy air raids and airfield construction.
- Increased the time a flight squadron needs to bomb a structure.
- New airfields have are set to automatically launch combat aircraft by default.
- Sonar pings are more audible in combat.


UI:

- Single-clicking player units on the Minimap focuses the camera on them.
- Structure upgrade button displays the upgrade cost in red if player resources are too low.


Visuals:

- Ship and weapon model adjustments.
- Updated the guns for Hood and York
- Changed the tilt position for guns on the Admiral Hipper


Known Issue (Aiming to be fixed in hotfix tomorrow)

- Planes of the same type built in Airfields are consolidated as they build, so for instance if you build two Spitfire squadrons at once, as soon as each builds a plane they combine into one squadron.

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #5 on: April 26, 2024, 12:52:15 AM »
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.


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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #6 on: May 17, 2024, 12:15:19 AM »
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.

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #7 on: June 14, 2024, 12:24:34 AM »
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.
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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #8 on: July 03, 2024, 12:33:26 AM »
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.

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #9 on: July 16, 2024, 06:10:25 AM »
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.

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #10 on: August 13, 2024, 12:29:51 AM »
Take Command in Atlantic's Single Fleet Campaign, plus translations!
Mon, 12 August 2024



We are excited to announce a major update for Victory At Sea Atlantic, introducing something that has been mentioned by players since we launched into Early Access, a Single Fleet campaign!

Don't want to take charge of the whole Atlantic Theatre? Then command a Single Fleet.

With the single fleet campaign we wanted to make something that honoured the original Victory At Sea game. We hope you like it!

Plus we have now translated the game so you can now play in German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese. As this is our first round of translations, please let us know if we have done anything wrong, with so much to translate, we may have mistranslated a line or skipped something accidentally.


Gameplay:

•    Added the single-fleet campaign mode.
•    Added German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese localisation.
•    Rebalanced the strength and accuracy of AA weapons.
•    Increased gun accuracy at medium ranges, and reduced light/weather accuracy penalties for manually-targeted guns.
•    Combats do not automatically end while live torpedoes are still in the water.
•    Adjusted the torpedo tube counts of some submarine classes for historical accuracy.
•    Adjusted the minimap zoom controls.
•    Added a reframe button to centre the minimap between a focused enemy and the selected player unit.
•    The selected ship's fired shells display on the minimap.
•    Improved AI hunting behaviour when hostile ships and subs are not spotted in combat.
•    Improved torpedo collision detection.
•    Increased AI ships' torpedo avoidance.
•    Flights within engagement range are included in combats.
•    Reduced the chance of bomb payloads missing entirely in autoresolved air raids.
•    AI fleets will keep capital ships escorted with ASW-capable ships.
•    Clarified the autoresolve chance tooltip.
•    Squadron members are not repositioned on splitting/merging squadrons in battle setup mode.
•    The camera is centred directly on the target in combat.
•    Static submersibles automatically start moving if manually steered.
•    Depth charges can hit with reduced damage outside their main blast radius.
•    Increased sonar detection chances on ships with engines off or in close proximity to an enemy submersible.
•    Enemy submersibles start combat surfaced if they're already at critically-low oxygen or battery charge.

Bug fixes:
•    Fixed a but where the minimap could show the wrong orientation in aircraft combats.
•    The amphibious assault muster point UI displays correctly again.
•    Fixed a bug where the fleet orders radial menu wouldn't show attack options for certain cruiser classes.
•    Fixed camera rotation sometimes panning the minimap, or vice versa.
•    Stopped the game entering a broken state on hitting escape during the cutscene at the end of combat.
•    The Hunt-class turrets' description shows the correct number of guns.

Other:
•    General visual engine improvements.
•    Added a day/night cycle and music on the campaign map.
•    Added and updated some tutorial videos.
•    Moved the ship scrapping UI to the shipyard panel.


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 Single Player journey! We can't wait for you to experience the thrilling new challenges of the Single Fleet Campaign.

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #11 on: August 17, 2024, 12:08:28 AM »
Instruction manuals for all supported languages
Fri, 16 August 2024



Hi everyone,

Just A quick announcement today. We have just uploaded Instruction manuals for all currently supported languages, as well as added to/updated the video tutorials in game.


Watch this space for further updates!

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Offline Asid

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Re: Victory at Sea Atlantic - World War II Naval Warfare
« Reply #12 on: November 05, 2024, 02:24:10 AM »
Jump in and out of Combat view at will!
Mon, 4 November 2024



Get ready for an exciting new feature in Victory At Sea Atlantic - It's been a tough update to get working so we greatly value your feedback on this one. Press the M key and enter the combat view on any ship you select on the Campaign View!

Now you can check on that convoy at any time, or bear down on the enemy from just the right angle.


Gameplay:
    ? The M key may be used to toggle between the bridge and combat views when a fleet is selected.
    ? Increased the distance at which two fleets will initiate a battle.
    ? Increased submersible starting distance in combat.
    ? Increased enemy ships' detection bonus against player subs.
    ? Torpedoes are automatically spotted at extremely close range.
    ? Improved flight bombing AI when using reduced bombing payloads.
    ? Moved the Axis starting airfield to Cologne in new campaigns.
    ? Improved patrol behaviour of enemies in single-fleet mode.


Bug fixes:
    ? Prevented a case of an entirely submersible-vs-submersible combat starting.
    ? Fixed a bug where a normal campaign could not be started after starting a single-fleet campaign and returning to the menu.


UI:
    ? Added a display showing the total ammunition of a ship.
    ? Added colour-coding to the formation icons.


Visuals:
    ? Fixed an error with the Bearn-class carrier model.
    ? Flags rotate better according to the wind direction and the ship movement.
    ? Reduced fog density in clear weather.


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 journey!
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