Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on July 15, 2018, 06:12:27 PM

Title: Victory At Sea Pacific
Post by: Asid on July 15, 2018, 06:12:27 PM
(https://steamcdn-a.akamaihd.net/steam/apps/806950/header.jpg?t=1531233003)

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 (http://www.victoryatseagame.com/)
Steam: Here (https://store.steampowered.com/app/806950/Victory_At_Sea_Pacific/)
Official forum: Here (https://steamcommunity.com/app/806950/discussions/)
YouTube: Here (https://www.youtube.com/user/eviltwinartworks/search?query=victory+at+sea+pacific)
Blog: Here (http://www.victoryatseagame.com/news/)

Single-player


Victory At Sea Pacific Trailer

https://youtu.be/mdjYonQSPkU



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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/vasp_gif_31.gif)

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.

(https://steamcdn-a.akamaihd.net/steam/apps/806950/extras/01.jpg?t=1531233003)

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.

(http://[img]https://steamcdn-a.akamaihd.net/steam/apps/806950/extras/02.jpg?t=1531233003)[/img]

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/vasp_gif_3.gif)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/vasp_gif_10.gif)

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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(https://steamcdn-a.akamaihd.net/steam/apps/806950/ss_45e9d15a995fb8d8e987c4bd50fa32b93cdf6091.1920x1080.jpg?t=1531233003)

(https://steamcdn-a.akamaihd.net/steam/apps/806950/ss_0cbe190a9b8afaaceed5f2585fc42b77c2b1889f.1920x1080.jpg?t=1531233003)

(https://steamcdn-a.akamaihd.net/steam/apps/806950/ss_97917c7206729edfa485c3e6dd37bd90cf59a92e.1920x1080.jpg?t=1531233003)

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(https://steamcdn-a.akamaihd.net/steam/apps/806950/ss_c0b42bd1524064a41b7efa319df7cafde32d2e3e.1920x1080.jpg?t=1531233003)

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(https://steamcdn-a.akamaihd.net/steam/apps/806950/ss_41f01ed3b095e2f15ee9593b925b3d9c667e8691.1920x1080.jpg?t=1531233003)

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(https://steamcdn-a.akamaihd.net/steam/apps/806950/ss_4254ceb6f169afddc48c0f6c07d5d37dd909fb90.1920x1080.jpg?t=1531233003)

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Title: Re: Victory At Sea Pacific
Post by: Asid on July 15, 2018, 06:12:56 PM
Search & Destroy – the real war in the Pacific

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/Screen26-1440x810.jpg)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/06/Screen00-1440x810.jpg)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/Screen26-1440x810.jpg)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/Screen03-1440x810.jpg)
Title: Re: Victory At Sea Pacific
Post by: Asid on July 15, 2018, 06:13:15 PM
Creating an Open World RTS Sandbox in the Pacific

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/Screen09-1440x810.jpg)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/06/Screen17-1440x720.jpg)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/06/Screen00-1440x810.jpg)

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.

https://youtu.be/mdjYonQSPkU
Title: Re: Victory At Sea Pacific
Post by: Asid on July 15, 2018, 06:13:35 PM
Introducing the first ships to launch with Victory At Sea Pacific

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/Screen14-1440x718.jpg)

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. (https://steamcommunity.com/app/806950/discussions/0/1694923613863127469/)


(http://www.victoryatseagame.com/wp-content/uploads/2018/05/Screen08-1440x810.jpg)

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

Title: Re: Victory At Sea Pacific
Post by: Asid on July 15, 2018, 06:13:55 PM
The Planes of Victory At Sea Pacific

(http://www.victoryatseagame.com/wp-content/uploads/2018/06/ss_72379ba678609e8cc767edc4943044ea6e74f621.800x600.jpg)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/05/vasp_gif_2.gif)

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
Title: Re: Victory At Sea Pacific
Post by: Asid on July 19, 2018, 11:10:26 AM
Victory At Sea Pacific’s Ports & Shipyards

(http://www.victoryatseagame.com/wp-content/uploads/2018/07/Screen18-1-1440x810.png)

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.

(http://www.victoryatseagame.com/wp-content/uploads/2018/07/vasp_gif_44.gif)



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.


Title: Re: Victory At Sea Pacific
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/2aa4b584eaffc7b33b0d4eaf655fc63d441fdc16.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/89e32dba4ba858630cfa6223c6fdfe2facdba39b.png)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/7c624ff429a697ee5855b0cfdf8831e491869396.png)

There is so much more about the Bridge that could be covered, keep an eye out for more information as we release it!
Title: Re: Victory At Sea Pacific
Post by: Asid 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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/89e32dba4ba858630cfa6223c6fdfe2facdba39b.png)


(https://gallery.mailchimp.com/4a6ab37dc3ca394be9d682ba7/images/1bd9f542-b214-4995-a5e3-bc4bd26e39ac.png)
Title: Re: Victory At Sea Pacific
Post by: Asid 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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/e8b7cccef7bb63e7dba8f72b90a9b5606885e3f6.png)

Priced at $39.99 USD, the game will launch with a 10% discount for one week.


Title: Re: Victory At Sea Pacific
Post by: Asid on September 13, 2018, 02:11:26 PM
Victory At Sea Pacific sets sail this Friday.
 
(https://gallery.mailchimp.com/4a6ab37dc3ca394be9d682ba7/images/9bdde5b7-c67e-4001-9658-de6833f42953.png)

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.

(https://gallery.mailchimp.com/4a6ab37dc3ca394be9d682ba7/images/a6551ad5-1a51-4f6d-9b57-fe11717c715d.png)

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
Title: Re: Victory At Sea Pacific
Post by: Asid on September 15, 2018, 02:03:19 PM
Released
Title: Re: Victory At Sea Pacific
Post by: Asid 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.
Title: Re: Victory At Sea Pacific
Post by: Asid 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.
Title: Re: Victory At Sea Pacific
Post by: Asid 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.
Title: Re: Victory At Sea Pacific
Post by: Asid 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.
Title: Re: Victory At Sea Pacific
Post by: Asid on October 01, 2018, 05:25:16 PM
Victory at Sea Pacific: Patch 1.0.6
Victory At Sea Pacific - James Evil Twin

Now on main branch


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.
Title: Re: Victory At Sea Pacific
Post by: Asid on October 15, 2018, 01:59:03 PM
Patch 1.1.1
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.

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:

•   Improved the AI for ship formation movement, to keep ships moving at speed more often.
•   Convoys now retain any surplus supplies when unloading into a port that can’t hold their entire cargo, instead of ditching them.
•   Supply convoys now try to steer clear of enemy ports.

UI:

•   Aircraft flights in the squadron list show the planes' campaign-level order, if they have no combat-level order.
•   Added a toggle for v-sync.
•   Added a warning icon when torpedoes are near a player’s ship.
•   The upgrade button is available for Japanese home ports that are not major ports but have shipyards.

Bug fixes:

•   Updated navigation to open up some impassable areas of sea in combat view.
•   The resource panel shows the correct number of available bombs in a port.
•   Fixed a bug where one aircraft flight in a squadron could forget its position.
•   Fixed a bug (from the beta patch) where dive-bombers would refuse to dive-bomb.
•   Fixed a bug where aircraft payloads could sometimes not be swapped.
•   Can no longer order a fleet to merge into one of another navy.
•   Fixed a bug where shells, bombs, and torpedoes could teleport away upon moving the camera.
•   Fixed a bug where aircraft weapons could load incorrectly from saves.
•   The Vought Corsair fighter has a shorter, more accurate range.
•   Non-hostile Allied ports in the Japanese campaign do not declare war if the player starts combat with a hostile Allied fleet nearby.
•   Stopped erroneously excessive shell amounts being taken from ports when resupplying.
•   The atomic bomb collection icon does not show up unless that objective is active.
•   Ships no longer ignore the presence of aircraft-launched torpedoes.
•   Updated fleet movement mechanic, and fixed some formation and ship spawning issues.
•   Fixed the supply convoy list getting confused by multiple convoys of the same name.
Title: Re: Victory At Sea Pacific
Post by: Asid on October 31, 2018, 03:29:38 PM
Patch 1.1.2
Victory At Sea Pacific - James Evil Twin

Hi everyone,

Here is the next patch based on community feedback, we will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We want this to be the game you want to play.

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:

•   When ordered to attack, ships in a formation will stay in formation until their target is close to weapon range.
•   Bombers that have not yet dropped their payload will continue with an attack order even if the squadron leader is returning to its carrier or airfield.
•   Fighters automatically return home after expending their ammunition, but others in their squadron may likewise continue with an intercept order.
•   Added a toggle to bottom right of airfields to forbid their AI from automatically launching aircraft.
•   Added alert popups for spotting enemy aircraft.
•   Removed alert popups for spotting enemy convoys, or enemy fleets that are not currently at war.
•   A ship’s seaplanes floating on the water will automatically return home when the player leaves the area.
•   Seaplanes on the sea are visible in the bridge view.
•   Submersibles are less effective against ASW-armed ships in bridge combat.
•   Shifted some ports’ supply drop-off points.
•   Added more randomised names for non-historical US battleships.

Bug fixes:

•   Fixed a bug where an excessive number of sounds could attempt to play and reduce performance.
•   Aircraft squadron markers on the bridge show the total number of planes in the squadron, not just in the lead flight.
•   Bombers cannot bomb ports at an excessive distance during bridge combat.
•   Fixed a bug often preventing land-based AAA batteries from firing in bridge combat.
•   Reduced the lethality of land-based AAA in bridge combat, when it does fire.
•   The South Dakota-class battleship’s model now has all three 16-inch gun turrets.
•   Fixed a bug preventing damaged aircraft on an airfield from repairing.
•   Fixed a bug that could cause non-player faction squadrons to spawn in a tight cluster.
•   The exchange panel on the fleet screen shows the correct port’s name.
•   Improved AI for ships following a formation, so they will not intermittently try to double back on themselves.
•   Players can no longer order a flight armed with torpedoes or depth charges to attack a port.
•   Fixed a bug where a move order could end up targeting the wrong position.
•   Ensured the American campaign always starts at war, and the war state is correct when loading older saves.
•   Ensured that landed aircraft load from saves on their home carrier or airfield.
•   Ports do not send aircraft against deep-diving submersible fleets on the bridge.

UI:

•   Updated the intercept order icon on the squadron list.
•   Depleted bomb or ammunition icons are now red.
Title: Re: Victory At Sea Pacific
Post by: Asid on October 31, 2018, 03:30:27 PM
Patch 1.1.3
Victory At Sea Pacific - James Evil Twin

Patch 1.1.3

Here is our latest patch based on community feedback, we will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We want this to be the game you want to play, and please we try to monitor all your conversations and suggestions so if something has not appeared that you have suggested does not mean it isn't coming.

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:

•   Submersible fleets will deep-dive when attacked on the bridge, and will automatically return to periscope depth after some time has passed.
•   Ports don’t send aircraft against deep-dived fleets, and aircraft don’t do damage to deep-dived submarines in bridge combat.
•   Orphaned flights from lost carriers will store themselves in the nearest airfield’s hangar, not the runway.
•   If flights are launched with an order to attack or intercept, but no targets are available, they will patrol in the air for a while before landing.
•   Updated the initial positions of fleets at the start of a port battle.
•   The escape key opens the options screen, rather than the fleet screen.
•   When an ASW aircraft’s last remaining target dives and hides, the plane will bomb its last known position.

Bug fixes:

•   Fixed a bug that could cause aircraft to freeze in midair during combat.
•   Independent flights should no longer bunch up when loading an aircraft squadron into combat.
•   Convoys don’t discard the supplies in their hold when collecting new ones from a port.
•   Rations are consumed at the correct rate on ships.
•   Fixed a bug where destroyed aircraft could complete their launch procedure from a sinking carrier.
•   Fixed a bug where a flight could land but remain in a squadron, breaking the squadron list.
•   Morale updates as normal when a ship is docked.
•   Fixed squadron list elements getting stuck if dragged and double-clicked.
•   Fixed a bug where split up squadrons in a fleet would end up with the same name.
•   Fleets that are forced out of a port due to enemy attack will not automatically dock again if given a new order.
•   Fixed aircraft flying further than their range will allow at high timescales.
•   Non-ASW aircraft do not try and bomb submerged submersibles when they lose all other bombing targets.

UI:

•   Adjusted the colours of the squadron list and rectangular unit markers, to make the currently selected unit clearer.
•   Added a bindable key to show and hide the UI in the combat view.

•   Independent flights should no longer bunch up when loading an aircraft squadron into combat.
•   Convoys don’t discard the supplies in their hold when collecting new ones from a port.
•   Rations are consumed at the correct rate on ships.
•   Fixed a bug where destroyed aircraft could complete their launch procedure from a sinking carrier.
•   Fixed a bug where a flight could land but remain in a squadron, breaking the squadron list.
•   Morale updates as normal when a ship is docked.
•   Fixed squadron list elements getting stuck if dragged and double-clicked.
•   Fixed a bug where split up squadrons in a fleet would end up with the same name.
•   Fleets that are forced out of a port due to enemy attack will not automatically dock again if given a new order.
•   Fixed aircraft flying further than their range will allow at high timescales.
•   Non-ASW aircraft do not try and bomb submerged submersibles when they lose all other bombing targets.

UI:

•   Updated the Chinese-language localisation.
•   Adjusted the colours of the squadron list and rectangular unit markers, to make the currently selected unit clearer.
•   Added a bindable key to show and hide the UI in the combat view.
Title: Re: Victory At Sea Pacific
Post by: Asid on October 31, 2018, 03:31:23 PM
Patch 1.1.4
Victory At Sea Pacific - James Evil Twin

Here’s the latest patch based on community feedback.

Main features include selecting a single torpedo for your subs!


Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. Please we try to monitor all your conversations and suggestions so if something has not appeared that you have suggested does not mean it isn't coming.

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:

•   Submarine torpedoes can be manually fired individually, by lowering the spread below the minimum.
•   AI carrier fleets will retreat if all their bomber flights have been lost.
•   Large aircraft drop their payloads (except torpedoes or nuclear bombs) as multiple bombs.
•   Added a button to select all kamikaze aircraft on a ship.
•   Added buttons to select all bombers, torpedo bombers, kamikazes, and fighters, and to recall all aircraft, to airfields.
•   Aircraft repair at the same rate regardless of their toughness.

Bug fixes:

•   Fleets should not be repositioned in a port attack if they are raiding with aircraft outside gun range.
•   Fixed a bug that could cause ships to be partially disassociated from their fleet in patch 1.1.3.
•   Fixed a bug that could cause the tutorial to become stuck.
•   Aircraft selection buttons immediately refresh upon swapping out aircraft payloads.

UI:

•   Colour-coded the fleet morale icons.
•   Added an option to simplify flight UIs.
•   Added additional feedback when weapons are unable to fire.
Title: Re: Victory At Sea Pacific
Post by: Asid on November 28, 2018, 02:10:50 PM
Patch 1.1.5
Victory At Sea Pacific - James Evil Twin

Here’s the latest patch based on community feedback.

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 so it’s good to have it’s own thread and we would rather have more than one thread on a subject than not have one at all.

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:
•   Improved navigation for bridge-level fleet movement, so fleets can use smaller channels between landmasses.
•   Torpedo tubes on surface ships may use the single-shot mode.
•   Narrowing the torpedo spread to single-shot mode does not need such a long button press, and a thin firing arc indicator is still displayed in that mode.
•   Added a key to pause time.
•   Camera tilt and rotation keys are now rebindable.

Bug fixes:
•   Ships are returned to their fleet upon loading a save, if they had been saved in the “shadow realm” state.
•   Sinking ships cannot be added back into a fleet by dragging their squadron list elements around.
•   A carrier’s wind indicator is hidden if the carrier is docked.
•   Fixed a potential game lockup when unloading terrain.
•   Fixed saving and loading of the fog of war state.
•   Fixed the fleet screen placing ship icons incorrectly when viewing a large fleet.
•   Fixed a case of supply convoys “teleporting” a great distance when entering into combat.
•   Fixed a case of dive-bombers not diving if merged into a squadron with a different ordered altitude.

UI:
•   Flight markers on the bridge display their navy’s name, instead of the faction’s name.
•   Updated Chinese localisation, and fixed some location names.
Title: Re: Victory At Sea Pacific
Post by: Asid on November 28, 2018, 02:11:26 PM
Update 1.2.0 ———— MODs!
Victory At Sea Pacific - James Evil Twin

We have added MODs to this update, it is quite comprehensive giving you lots of options for creating scenarios and even new ship types! You want to create your own historical battles or bizarre craft? You can!

We have even added a couple of mini examples for you to try!

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Added mod support.
•   Partial war bonds are refunded when a ship construction is cancelled, depending on how complete the ship is.
•   Flights stored in an airfield's hangar may be scrapped for a full refund in war bonds.
•   AI fleets will not scramble all their fighter flights against single spotter planes.
•   Fighters ordered to defend an aircraft will follow that aircraft.
•   Improved AI for positioning ships attacking with their anti-submersible weapons.
•   Ration usage is now determined per crew member rather than a fixed rate for each ship, totalling 3 weeks of rations.
•   Improved pathfinding on the bridge to use straighter paths when available.
•   Improved optimisation on the ocean and fog.
•   Fleets may be renamed via the fleet screen.

Bug fixes:
•   Aircraft do not “bunny hop” when changing altitude at high timescales.
•   Crashing aircraft finish crashing after loading a save, so their ghosts don't linger on forever.
•   Fighters defend the correct friendly unit when launched with a defend order.
•   Attack orders against small fleets, such as torpedo boat forces, are no longer instantly cancelled.
•   Fixed deep diving via radial menu in the combat screen.
•   Fixed a bug where an independent ship would set its throttle to 0 after receiving its first turn command.
•   Destroyed flights no longer display the “out of fuel” tooltip.
•   Independent aircraft whose squadron leader is not currently dive-bombing can themselves dive-bomb.
•   Fixed some cases of fleets loading in with all their ships on top of each other.
•   Fixed some infinite loading screen situations.
•   Fixed a bug where amphibious assault forces would spawn on the opposite side of the port.

UI:
•   Added submerging and surfacing controls to the fleet order radial menu on the bridge.
•   Updated the Chinese localisation, and fixed some strings that weren’t being localised.
•   Added more feedback when the attack order is disabled.
•   Radial order buttons update immediately upon opening.
Title: Re: Victory At Sea Pacific
Post by: Asid on November 28, 2018, 02:12:02 PM
Hotfix 1.2.0p2
Victory At Sea Pacific - James Evil Twin

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.


Gameplay:
•   Fighters prioritise weaker dogfighters and more threatening bombers when determining which aircraft to target.
•   Bomber flights prioritise carriers and high value targets when bombing fleets from the bridge.

Bug fixes:
•   Stopped saved games breaking on load.
•   Fixed an instance of ships loading in at a sinking angle when they shouldn’t.
•   Improved the battle stations switching, and got the battle stations siren to obey the volume settings.
•   Improved high-altitude bomber behaviour when ordered to bomb a close target.

UI:
•   Updated the Chinese localisation.
Title: Re: Victory At Sea Pacific
Post by: Asid on November 28, 2018, 02:12:30 PM
Patch 1.2.0p3
Victory At Sea Pacific - James Evil Twin

We have another hotfix for MODs based on feedback. Below is the list of changes.

Gameplay:
•   Morale multipliers may be changed in mods.

Bug fixes:
•   Fixed 1.2.0’s fleets sailing through the middle of Australia.
•   The port resource tally shows the correct number of available aerial torpedoes.
•   Fixed a bug where aircraft within a flight would sometimes not refuel to the same level.
•   Fixed a bug where ports might not earn their faction any war bonds upon restarting the campaign.

UI:
•   Added ASW bomb icons where relevant, and added a button to select all ASW bombers.
Title: Re: Victory At Sea Pacific
Post by: Asid on December 07, 2018, 02:58:54 PM
MODS

Here:  https://steamcommunity.com/app/806950/discussions/2/

Title: Re: Victory At Sea Pacific
Post by: Asid on December 17, 2018, 02:57:42 PM
1.2.1 new ships and aircraft
17 December - James Evil Twin   


Gameplay:

Added the Akagi-class aircraft carrier, the Erie-class gunboat, and the V-class destroyer.
Added the Aichi B7A dive/torpedo bomber, the Mitsubishi A7M fighter, Boeing B-17 Flying Fortress level bomber, Consolidated B-24 Liberator level bomber, and North American B-25 Mitchell level bomber.
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.
Splitting civilian ships from a fleet creates a new convoy, rather than a combat fleet.
Fixed a bug where port markers could display the incorrect number of docked fleets after loading a save.


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.
Title: Re: Victory At Sea Pacific
Post by: Asid on January 09, 2019, 07:51:38 PM
1.2.2
Victory At Sea Pacific - James Evil Twin

Happy new year! Here's the first of this years updates!


Gameplay:

War bonds on kills can be gained by units other than ships.
Ships may be renamed, by clicking their name on the fleet screen.
Aircraft engines are a bit quieter.


Bug Fixes:

All player-built convoys should now be controllable. Removed an obsolete warning about uncontrollable convoys.
The fleet resource panel shows a convoy's transported supplies, not the ships' own supplies.
The historical Atlanta-class cruisers will show up before generic, non-historical ones.
Fixed a bug where port structures could be positioned incorrectly after quitting to the main menu and reloading.
Selecting multiple aircraft flights on the bridge displays the lowest current range of all selected flights, not just the range of the first flight.
Aircraft can always land on a docked ship.
Fixed a case of part of an aircraft squadron turning back when on a bombing run.
Squadrons remember their flagship after loading a save.


UI:

Docked ships' current speed is displayed as 0 knots.
Docked fleets don't show an unnecessary route line.
Added a close button to the tutorial skip popup.
Title: Re: Victory At Sea Pacific
Post by: Asid on January 11, 2019, 04:56:42 PM
1.2.2p1 Hotfix
Victory At Sea Pacific - James Evil Twin


Gameplay:
Vision range in combat has been scaled better with regard to gun ranges.
Dive-bombers attempt to target the centre of a ship, rather than its closest point.

Bug Fixes:
Fixed a bug where gun firing arcs would flatten out after a number of shots have been fired.

UI:
Updated Chinese localisation.
Title: Re: Victory At Sea Pacific
Post by: Asid on January 28, 2019, 04:40:21 PM
1.2.3 Patch
Victory At Sea Pacific - James Evil Twin


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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:

Fighter AI gives intercepting flights with powerful bombs or torpedoes a higher priority.


Bug Fixes:

Fixed a bug causing spotter aircraft to instantly land when launched.
Enemy ships out of line of sight are consistently visible when spotted via radar, or by them firing their guns.
All player convoys are now controllable after loading saves of older campaigns.
Convoys navigating the enemy-controlled Philippines no longer get themselves stuck.
Upgrade costs are read correctly from mods, and mod creation doesn't output incorrect projectile speeds.
Title: Re: Victory At Sea Pacific
Post by: Asid on February 15, 2019, 12:00:46 AM
1.3.0 update! Get your first look at the new Royal Navy Campaign!
11 Feb - James Evil Twin

Introducing the Royal Naval Pacific Campaign!

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.



Gameplay:

Added the Royal Navy campaign.
Added the Implacable-class carrier, the S-class submersible, and the U-class submersible.
Player fleets under a move or patrol order may automatically send spotter planes out to scout.
Ship squadrons in a line formation now turn more efficiently.
Added a spotter loadout for the PBY Catalina.
Reduced the costs of the Flower and Bathurst classes.


Bug Fixes:

Ensured distant bombers will keep going towards target ships when their squadron leader is returning to their carrier.
Ships may always repair critical hit effects when docked in port, even if their engineering section is destroyed or uncrewed.


UI:
Added a button to the flight selection panel to automatically replace all flights on a ship or airfield with a more advanced equivalent, if any are available.
The B-24 Liberator sprite now displays correctly.
Title: Re: Victory At Sea Pacific
Post by: Asid on April 06, 2019, 01:32:50 AM
1.3.1 update
4 MAR @ 11:58AM   - JAMES EVIL TWIN

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:
Creating a new aircraft flight creates an empty flight, which must gain aircraft at the usual rate in port.
Ship-based aircraft may be built and swapped onto ships in the American mainland ports.
The maximum movement range of a ship is no longer affected by how many rations are on board.
AI carrier fleets will attempt to retreat once enough of their bomber flights are destroyed.

Bug Fixes:
Fleets won't launch scout planes without permission.
Ships are not created with flying boats as their observation aircraft.
Fixed a bug where starting a new campaign of one faction straight after playing another prevents ports correctly upgrading.
Fixed fleets appearing to vanish from the bridge upon dragging the last squadron out of the fleet.
Fixed a bug where phantom aircraft data would accumulate in save files.

UI:
Added a key which, when held, shows a fleet or flight's estimated time of arrival at the cursor's position on the bridge. The Default key is E but can be changed in the options menu.
Title: Re: Victory At Sea Pacific
Post by: Asid on April 06, 2019, 01:33:45 AM
1.4.0 Custom Battles
2 APR @ 3:11PM   - JAMES EVIL TWIN


Now you can set a location, choose your fleets and go into battle!

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
Added a custom battle feature.
Ship avoidance is less strict, and ships spend less time waiting for other ships in their formation to get into place.
Crew don't deplete their ship's rations when docked, and low rations won't affect morale while on shore leave.
Ship AI will switch dual-purpose guns to anti-air mode more readily, including when the ship has orders to attack a ship or structure.
Critical hit effects with a chance to escalate damage (on-board fires, ruptured fuel lines) are automatically repaired when out of combat.


Bug Fixes:
Fixed another instance of spotters launching from ships on the bridge without permission.
Fixed a bug where seaplanes would teleport around the world when floating on the sea.
Fixed a bug where a fleet could appear twice the bridge's fleet list.


UI:
Added ship class labels to the shipyard screen's list of docked ships.
Clarified the phrasing of the dual-purpose gun toggle.
Title: Re: Victory At Sea Pacific
Post by: Asid on June 19, 2019, 09:42:05 PM
1.5.0 New ships, New Factions
19 Jun @ 4:45pm - James Evil Twin


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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Added the French Richelieu-class battleship and Duguay-Trouin-class cruiser, the Dutch Admiralen-class destroyer and K VIII-class submersible, and the Thai Thonburi-class gunboat, along with the Dutch, Thai, Free French, and Vichy French mini-factions. The player may build ships from a friendly faction if it has no ports of its own.
•   Critical hit effects no longer escalate damage without the ship taking further hits.
•   When a convoy resupplies a port, the port will resupply any docked fleets still in need of supplies.
•   When upgrading a ship set to a crew auto-assignent mode, crew is assigned to any newly-installed systems.
•   Landed seaplanes are picked up by their home ship at a more lenient distance.
•   Tweaked campaign AI priorities around targeting fleets and coordinating port attacks.
•   Campaign AI is more likely to prioritise building warships, over convoys for well-supplied ports.
•   Ships do not go into reverse when trying to depth charge enemy submersibles.
•   Submersibles' deck guns must take time to load after resurfacing.
•   Smoothed out column formation movement, while still keeping movement speed up.
•   Dive bombers and kamikazes don't adjust their heading mid-dive, once below a certain altitude.

Bug Fixes:
•   Fixed Tokyo and Yokosuka spawning each other's docked ships.
Surfaced submarines can spot ships at the same distance that other ships can.
•   Convoy AI won't automatically collect supplies from home ports that aren't set to surplus priority.
•   Defence fleets in nearby hostile ports no longer panic ports into not repairing.
•   Port upgrade levels and objectives are correctly reset upon quitting to the main menu and starting a new campaign.
•   Fixed a bug occasionally pushing fleets into the wrong place when entering combat view.
•   Dive bombers and torpedo bombers whose flights have an attack order will load into combat view at an appropriate height.
•   Ship can no longer spawn inland around the port of Saigon.

UI:
•   Updated Chinese, German, Spanish, and French localisation, and fixed a few English typos.
•   Added an option to disable enemy aircraft spotting alerts.
•   Added an option to simplify the worldspace ship UI.
•   Added buttons, when a squadron is selected, to select all aircraft of a type in that squadron.
•   The map's position and zoom level is retained on reopening.
•   Added a button to the flight selection panel to copy weapon payloads to all aircraft of the same class on the same ship or airfield.
•   Corrected the number of light guns displayed for the Cleveland-class cruiser.
•   The shipyard screen indicates if guns are dual-purpose.

Modding:
•   Aircraft may be removed from aircraft definitions without a default fallback plane being created in their place.

Title: Re: Victory At Sea Pacific
Post by: Asid on October 30, 2019, 02:50:02 PM
Update 1.6.0
Wed, 30 October 2019

Even more Custom Battle options, improved AI, more MOD options and lots more based on user feedback!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/e8b7cccef7bb63e7dba8f72b90a9b5606885e3f6.png)

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 as this update shows we will continue to add things based on your feedback and ideas.

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

•   Improved the behaviour of AI navies, to make them less likely to engage ports, or groups of fleets, with significantly weaker forces.
•   Flight altitude calculation on the bridge is more consistent with that in combat view.
•   Reduced the accuracy of both aircraft weapons and anti-aircraft weapons.
•   Increased default inaccuracy for long- to extreme-range gunfire.
•   Ships may be scrapped in ports in exchange for a portion of their war bonds.
•   Added a toggle to lock ships from automatically firing their guns.
•   Flights whose carrier has been sunk while they are in the air will transfer to a nearby carrier, if one has available space.
•   Added a loiter order on the bridge for aircraft flights.
•   Enemy navies are better at tracking down player carrier fleets, if attacked by their aircraft.
•   Forces may be placed further apart in custom battles.
•   The custom battle setup screen shows the point values of each fleet, and allows individual ships to be upgraded.
•   The aircraft classes carried by each ship may be defined in a custom battle.
•   The custom battle setup screen shows the stats of each ship class.
•   Fleets under orders to defend a port will automatically replenish supplies from their target port.
•   Adjusted the thresholds for crew morale gain and loss.
•   Aircraft squadrons, apart from fighters scrambling to intercept aircraft, wait for all their flights to launch before proceeding with their order.
•   If a carrier or airfield can't fully refuel all its flights, fuel will be evenly distributed amongst its aircraft.
•   Fighters don't cancel defend orders if they've dropped their bombs but not expended their gun ammo.
•   Fighter squadrons may be ordered to defend other squadrons on the bridge.

Bug Fixes:

•   Tutorial videos are visible in-game again.
•   Fixed a bug where ships could "teleport" some distance when entering combat view.
•   Fixed a bug where a delivery order could sometimes not be given to a convoy that still has supplies.
•   Fixed a bug where aircraft could get stuck trying to dogfight landed aircraft.
•   Fixed a bug where aircraft automatically cancel move orders given when distant from their carrier.
•   Spotter planes won't automatically fly out to distances potentially further than their fuel allows.
•   Sped up the Northampton-class cruiser to a more accurate speed.
•   The aircraft altitude slider does not show up when altitude orders will be ignored (e.g. when landing).
•   The UI detail toggle key functions correctly.
•   Fixed a bug where the button to select all guns could select those on the wrong ship.

UI:

•   When swapping flights on a docked ship, the hangar and aircraft construction panels only show the aircraft classes that the ship can carry.
•   Added a battle log screen to the end of custom battles.
•   The alert popup may be moved across the screen.
•   Unit markers are always visible for friendly factions' ships and aircraft.
•   Speaker mode may be selected on the options screen.
•   Added an option to disable autosaving.
•   Added the ability to change prefixes when renaming ships.

Modding:

•   Aircraft classes may have an additional health multiplier.
•   Weapons may have a multiplier for critical hit chance, and a multiplier for critical hit damage.
•   DP guns may deal specified a amount of damage against aircraft.
•   Projectiles may be given a chance to be dud on hit.
•   Fixed a bug causing new mods to have the wrong water speed for torpedoes.
•   Fixed a bug causing modded shipyard capacities and income multipliers to reset after saving and reloading.
•   Modding the aircraft construction time now affects initial aircraft construction and flight repairs on airfields.


Title: Re: Victory At Sea Pacific
Post by: Asid on November 04, 2019, 03:06:48 PM
1.6.1 Patch Notes
Mon, 4 November 2019

Gameplay:

Further adjusted the accuracy of anti-air weapons.

Modding:

Fixed a bug where some modded weapon variables weren't being applied correctly.
The AA damage multiplier for DP guns does not need to be a whole number.
Ships without a corresponding ship definition may be added to initial campaign fleets.

Title: Re: Victory At Sea Pacific
Post by: SystemInShock on November 05, 2019, 02:48:36 PM
I'm really on the fence on this one. One minute I want it, the next I'm not so sure.

Anyone play this?  Any feedback?
Title: Re: Victory At Sea Pacific
Post by: Asid on November 05, 2019, 03:23:46 PM
I'm really on the fence on this one. One minute I want it, the next I'm not so sure.

Anyone play this?  Any feedback?

I have it but only played a few hours a while back...Never get the time...You know how it is....

It is a good game which has had a lot done to it since release. It is not perfect. What game is? The devs continue to work on it.

In situations like yours, when you cannot decide, adding it to a wish-list is a good idea. Then it can be picked up in a sale  :thumbsup

Title: Re: Victory At Sea Pacific
Post by: SystemInShock on November 05, 2019, 06:46:02 PM
Oh, it's been sitting on my wish list forever.  I've watched it progress, but I'm still waiting for it to come down in price quite a bit.
Title: Re: Victory At Sea Pacific
Post by: Asid on November 05, 2019, 07:19:34 PM
The black Friday and Christmas sales are approaching  :thumbsup
Title: Re: Victory At Sea Pacific
Post by: Asid on November 13, 2019, 03:02:30 PM
1.6.2 update
Wed, 13 November 2019


1.6.2 Patch Notes

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

•   Enemy ships are scuttled if their crew is reduced to zero.
•   Fighter AI is more likely to prioritise targets with highly-damaging bombs.


Bug Fixes:

•   Combat-level orders are more consistent with bridge-level orders for aircraft AI.
•   Fixed a bug where aircraft could get stuck when launching from a docked carrier.
•   Patrol orders may not be queued with non-patrol orders.
•   Fixed a bug where AI fleets could wait indefinitely for destroyed allies before assaulting a port.
•   Supply fleets that are split off from another will behave like ordinary supply fleets.
•   Observation flights AI won't search a secondary scout position at the risk of flying further than their fuel allows.
•   Fixed a bug where seaplanes could head to the wrong point when trying to return to a distant ship.


UI:

•   Added separate toggles on airfields for automatic launching of combat and observation aircraft.


Modding:

•   Fixed a bug where ship ranges would export the wrong values to new mod files.
•   Modded-in air forces for minor factions may spawn aircraft on airfields.
•   Modded fleets with a delayed spawn will now spawn correctly in campaigns that don't start at war.
•   Modded fleets defined with the purpose "Supply" will spawn with cargo, and behave like ordinary supply fleets.

Title: Re: Victory At Sea Pacific
Post by: Asid on February 27, 2020, 01:13:09 PM
1.7.1 Update - Convoys!
Wed, 26 February 2020


Now we have given you more control over convoys and how they operate.
Convoys! We have given you more control over them and how they operate. Now players can set waypoints to avoid ports and areas of the Pacific that the enemy have made hazardous!
 
https://youtu.be/t7uZ23iMKuI


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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Linkable convoy waypoints may be created. Convoys will use these to plot their routes.
•   Adjusted bomber accuracy in combat mode.


Bug Fixes:

•   Fixed some bomb damage calculations.
•   Fixed a bug that could prevent aircraft entering their landing sequence on airfields.
•   Stopped large fleets shifting position when entering combat mode.
•   The Akatsuki-class destroyer has 5-inch guns.
•   Corrected the displacements of the Victory and Duguay-Trouin class ships.


Modding:

•   Fixed ships of enemy factions of the opposing side being buildable by player when modding a faction not to start at war.


Tutorial:

•   Added convoy Tutorial

   
Title: Re: Victory At Sea Pacific
Post by: Asid on July 15, 2020, 12:48:07 AM
1.7.2 Patch Notes
Tue, 14 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32935221/a006c8fac4239252c4bae814434b07bc7c27291f.png)

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.

This has been a labour of love for us and while we don't always get it right please understand we want this to be a great experience and we sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Anti-air accuracy is reduced to 25% of its previous value.
•   Ship AI has a reduced chance of automatically attempting to evade torpedoes, which is affected by the number of crew staffing the bridge.
•   Improved column formation behaviour, and the order of ships in the squadron sidebar matches that in the column formation.
•   Level bombers may be targeted by anti-air fire if they are flying low enough.
•   Flights may be launched to the furthest distance allowed by their range and fuel.
•   Carriers do not slow down when launching or recovering aircraft.


Bug Fixes:
•   Fixed a problem that could cause screen transitions to fail.
•   Fixed an instance of flight altitudes not being retained upon returning to combat view.
•   All sounds are now affected by the volume sliders.


Modding:
•   The dud chance value of torpedoes and depth charges is used correctly. The default dud chance for US torpedoes is reduced to 0.
•   Cargo ships correctly use modded supply capacities when collecting supplies from a port.
•   Fixed weapons duplicating after adding an anti-air weapon to a ship class.
•   Modded aircraft projectile counts are used correctly when swapping a flight's payload.
More About This Game   


Title: Re: Victory At Sea Pacific
Post by: Asid on August 18, 2020, 12:28:04 AM
1.7.3 Patch Notes
Mon, 17 August 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32935221/8413bf4513a7b5705b5adeb894c25a76230d7255.png)

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.


Fixes and Tweaks

- Fixed picking up supplies from ports.
- Fixed projectiles not hitting if the firing unit no longer exists.
- Allowed custom battles to use aircraft with loadouts listed as non-standard.
- Changed Aichi B7A Grace torpedo bomber to be considered a standard loadout.
- Stopped custom battles from being able to award the US campaign completion achievement.
- Allowed non-carrier aircraft to be swapped out in custom battles.


Title: Re: Victory At Sea Pacific
Post by: Asid on October 23, 2020, 03:29:55 AM
Update 1.8.0
Thu, 22 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32935221/dfd6982414a1b0acac1729773b4034617650c805.png)

More aggressive enemies!

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

•   Enemy navies are more likely to construct more advanced classes of ship.
•   Altered the balance of fleet types the enemy will try to construct.
•   Enemy navies are able to replace aircraft flights with better ones if available.
•   Airfields whose flights get assigned elsewhere will automatically replace them from their hangar.


Bug Fixes:

•   DP guns once more rotate towards their targets when in anti-aircraft mode.
•   Ensured selected ship UI shows up when transitioning from bridge to combat view.
•   Fixed certain cases of submarines not being allowed to merge into a squadron or fleet.
•   Fixed aircraft appearing at the wrong altitude after quickly switching away and back again.
•   The camera cannot be moved when using binoculars or a periscope.
•   Fixed a case of sinking ships still being considered targetable.
•   All custom fleet names retain their labels after loading a save.

Modding:

•   Torpedoes and ASW should fire correctly on custom models.


Title: Re: Victory At Sea Pacific
Post by: Asid on October 24, 2020, 02:08:41 AM
A new Victory At Sea is coming!
Fri, 23 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32935221/a336fe23b28eb9570f12ca62b8ccd88b4dd26a04.png)

Our next game - Victory At Sea Ironclad - has been announced today, and you can check it out  here (http://dogsofwarvu.com/forum/index.php/topic,8529.0.html).


Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.

Since releasing Victory At Sea Pacific we have been constantly asked whether there
would be a follow up. Different eras and age of sail come up a lot as a request.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32935221/58441939cc151b11dce0bde26ef18bc1241bb10c.png)

Set during the American Civil War, Victory At Sea Ironclad gives the player opportunities to not only sail but take control of huge paddle steamers, you can even build and command the fearsome Ironclads of the title. The American Civil War was a time of great military innovation, from experimental tactics to technology. It was a new kind of warfare and was an exciting era to try next. It
seemed fitting considering it spanned sailing ships and lots of weird and wonderful vessels!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32935221/6034f86c45102d6aa8774cb0475f358e04f883eb.png)

If you want to know more we will be showing the game off with the creators of the original Tabletop franchise today at 5:00 PM GMT and 9:00 AM PDT Joint the stream at the link below https://store.steampowered.com/newshub/group/38511516/view/2930113815186420321

Victory At Sea Ironclad is a huge Open World RTS where you play out the entire Civil War, making history with every decision made.

Victory At Sea Ironclad will launch on Steam in Early Access in the New Year.

You can check out the new Steam page for Victory At Sea Ironclad here –
Victory At Sea Ironclad
Victory At Sea Ironclad
TBC
Early Access
Action
RTS
Grand Strategy
Wargame
Victory at Sea Ironclad is the exciting game of naval RTS combat set during the American Civil War. 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.
Add to your Wishlist
Coming Soon


We plan to start streaming live gameplay sessions and we will announce when on the forums.

Title: Re: Victory At Sea Pacific
Post by: Asid on February 18, 2021, 03:44:31 AM
Update 1.9.0
Wed, 17 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/806950/ss_454ae448c85acef2f850c714a70fbfc4dac2168b.1920x1080.jpg)

Ai improvements, bigger threats and planes fixes

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Remember we will still be supporting and updating Pacific as we roll out Ironclad and beyond! Both feed into each other so ideas for one may work for the other.

Gameplay:
•   Enemy fleets are more inclined to retreat and repair when they take losses.
•   Enemy fleets that have taken losses will try and regroup into larger fleets.
•   Enemy fleets can merge together before attacking.
•   Reduced aircraft bombing accuracy against ships in bridge combat.
•   Reduced cargo ship gun accuracy in bridge combat.
•   Ships will assign their engines and turbines with a full crew complement when prioritising crew morale.
•   Ships stay at full throttle upon entering combat.


Bug Fixes:
•   Fixed a bug sometimes causing fighters not to follow an order to intercept enemy planes.
•   Fixed a case of aircraft being able to launch without loading up on fuel or ammunition.
•   Aircraft altitude slider should always the correct value upon entering combat view.
•   Fix for giving an aircraft flight a launch order in combat view when its carrier or airfield is not loaded into combat view.
•   Speaker mode options now work correctly.
•   The squadron list stays visible when selecting a land-based aircraft squadron split off from another.

Title: Re: Victory At Sea Pacific
Post by: Asid on April 13, 2021, 11:18:40 PM
Update 1.9.1
Tue, 13 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/806950/ss_454ae448c85acef2f850c714a70fbfc4dac2168b.1920x1080.jpg)

To play Pacific with this latest patch before it goes live to everybody, right click Victory At Sea Pacific in your Steam library, click "Properties...", and click the BETAS tab. From the dropdown menu, choose "firstlook". There is no password required.

Gameplay:
•   Added a hard+ campaign difficulty setting, giving enemies a bigger resource advantage and a preference for larger assault fleets.


Bug Fixes:
•   Fixed a bug where damaged AI fleets would sometimes continuously dock and undock from ports.
•   Fixed a potential crash on startup.
•   Fixed a bug where aircraft could reload bombs from a carrier without any bombs left aboard.
•   Torpedo bomber flights spawn into combat view at the correct altitude when not approaching a target.


UI:
•   Bombers without bombs are indicated by a red icon on the lower ship card.
•   Removed the speed control slider from the bridge where setting ship and squadron speeds is not relevant.

Title: Re: Victory At Sea Pacific
Post by: Asid on April 16, 2021, 12:00:34 AM
1.9.2 Update
Thu, 15 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/806950/ss_454ae448c85acef2f850c714a70fbfc4dac2168b.1920x1080.jpg)

Hi everyone, we have added a hotfix below but thought it worth reiterating as well what we have done in 1.9.1 as people seem to have missed the update.


1.9.2 Hotfix Notes

Bug Fixes:

Fixed a bug that could cause flight icons on ships and airfields not to display.

Update 1.9.1

Gameplay:

Added a hard+ campaign difficulty setting, giving enemies a bigger resource advantage and a preference for larger assault fleets.


Bug Fixes:

Fixed a bug where damaged AI fleets would sometimes continuously dock and undock from ports.
Fixed a potential crash on startup.
Fixed a bug where aircraft could reload bombs from a carrier without any bombs left aboard.
Torpedo bomber flights spawn into combat view at the correct altitude when not approaching a target.


UI:

Bombers without bombs are indicated by a red icon on the lower ship card.
Removed the speed control slider from the bridge where setting ship and squadron speeds is not relevant.

Title: Re: Victory At Sea Pacific
Post by: Asid on July 27, 2021, 12:41:05 AM
1.10.0 Patch Notes
Mon, 26 July 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32935221/8413bf4513a7b5705b5adeb894c25a76230d7255.png)

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.

Bug fixes:
•   Fixed a bug that could cause the post-atomic bomb popup not to display.
•   Fixed a bug that caused severe critical hits to be too frequent.


Mods:
•   Allow modding generic ship names, defined by faction and a group of ship types.


Title: Re: Victory At Sea Pacific
Post by: Asid on October 25, 2021, 11:46:45 PM
Update 1.11.0
Mon, 25 October 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32935221/05af9ebb2da6eff63cbc0770e96f249553a392a5.png)

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:

    AI supply fleets can collect from other friendly factions' ports.
    AI fleets will choose ports further from the front lines to repair at.
    AI carriers can swap aircraft payloads between torpedo bombs and bombs.
    AI carriers can send fighter escorts with bombers.
    AI ships are more likely to break formation where required.
    Fleets without radar have a shorter global spotting range.
    Adjusted the balance of bridge-level combat based on weapon ranges.


UI:

    Added sorting options to the shipyard class list.
    A record of all sunken ships appears on the log screen.


Bug Fixes:

    Prevented aircraft flights from becoming duplicated in an airfield's stored flights hangar.
    Fixed a bug causing carrier upgrades to fail when using a mod without all aircraft categories available.


Title: Re: Victory At Sea Pacific
Post by: Asid on July 25, 2022, 05:39:35 PM
Update 1.12.0
Mon, 25 July 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32935221/c214b3b7a9847228681ccc5b827ee0be7053b25f.png)


Here is the latest update for Victory At Sea Pacific. See below for details of what to expect in this build!

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:

    Removed the option to recon ports that are 100% scouted.
    Fleets with bombers try to keep their distance when attacking other fleets.
    Carrier fleets can't start an amphibious assault from bomber range.


Bug fixes:

    Prevented the player from collecting atom bomb parts again after the bomb is assembled.
    Stopped non-player ports getting selected in the fleet header when orphaned flights head to their airfield.
    Fixed a conflict in aircraft defend order behaviour between bridge and combat gameplay.


Mods:

    Added a campaign XP gain multiplier to mods.
    Added the ability to explicitly define aircraft as a standard payload in mods.

Title: Re: Victory At Sea Pacific
Post by: Asid on September 09, 2023, 12:29:56 AM
Update 1.14.1 - New ships and planes, better numbers for MODs
Fri, 8 September 2023

(https://clan.cloudflare.steamstatic.com/images/32935221/b0e0802a0edc77e7fe9603fbf4a07e7969ed8b8f.jpg)

We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update sees brand new ships and planes as well as a change to the way the backend works that will help create more detailed MODs!

In order to play this now 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.

With Victory At Sea Atlantic moving forward we are not forgetting our older games, Atlantic has allowed us to change the way some of Pacific works (it has led us down new paths) as well as getting in some new ships and planes to use!

We have been listening to player feedback on allowing for greater number ranges when it comes to allowing for greater differences in ship types (Including weapons etc). We have been stuck on this for a while as any change would mean a major change to the backend and would break everyone's MODs. We have, thanks to Atlantic, come to an (obvious) solution! We needed to step back and look at how Atlantic worked to see a way to do it.

So now when players MOD, and where appropriate, you are no longer stuck using whole numbers. For instance rather than having a rating of 1 you can have 1.5, this should give the game much broader capabilities.

Not only that we have also added the Queen Elizabeth-class battleship, County-class heavy cruiser, and Town-class light cruiser to the Royal Navy as well as Updated the model of the Illustrious-class carrier.

Planes have not been forgotten, we have added the Supermarine Spitfire and Supermarine Seafire fighters to the Royal Navy,

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 don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

Added the following ships;

    Queen Elizabeth-class battleship
    County-class heavy cruiser
    Town-class light cruiser


Added the following planes;

    Supermarine Spitfire
    Supermarine Seafire



We have also updated the model of the Illustrious-class carrier.


    Docked aircraft carriers will launch aircraft in defence of the port at which they are docked.
    Changed the way numbers work in Pacific.



Mods:

    Weapon damage and armour piercing values, and armour values on ships and structures, are no longer restricted to whole numbers.



Bug Fixes:

    Fixed a case in which the UI could get stuck when splitting a fleet.
    Fixed a bug preventing saves using mods in single-fleet mode from loading correctly.
    Various small bug fixes


Title: Re: Victory At Sea Pacific
Post by: Asid on February 26, 2024, 03:38:26 PM
1.14.2 Update
Mon, January 15, 2024

(https://clan.akamai.steamstatic.com/images/32935221/4b77f8e800dd99ba0e64ceec674194abf06860cc.png)

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.

Gameplay:
Increased the targeting accuracy of bomber and dive bomber aircraft AI.


Bug Fixes:

Fixed a bug that could cause units to freeze after concluding a battle.
Fixed a case of flights not getting refuelled when landing on an airfield or carrier.
Stopped the upgrade all flights button from flickering and from inconsistently choosing the best flight class.