[EA SITREP #6] Weekly News: Steel, Reefs, Patch Notes & Staying the Course
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[/p][p]Note & credit: Action screenshots were provided by players on the game’s Discord — today featuring Ferda1947, Hood & Ram399. Big thanks to them![/p][p][/p][h2]Greetings, admirals — and welcome back to the bridge.[/h2][p]Six weeks in. The coffee is cold, the paperwork is stacking up, and JB's screen has probably forgotten what sunlight looks like. But the ship is still underway, and that's what matters.[/p][p]Before we dive in: we know some of you are waiting for new scenarios. You've been patient, and we owe you both an explanation and an honest accounting of where things stand. We'll get to that. First — the recent patches, the pretty things, and a few words about what's been happening below decks.[/p][p][/p][p]
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[/p][hr][/hr][h3][/h3][h3]Deck & Air Operations[/h3]
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[/p][p]Getting that right required no small amount of research, and the credit goes entirely to the team members who spent their evenings squinting at grainy wartime photographs to settle arguments about the exact placement of a rangefinder or the profile of a fire control director.[/p][p][/p][hr][/hr][h3][/h3][h3]Ryujo – Internal Module System[/h3][p]Now for something rather different. Those of you who've been following development know that ship survivability in TFA is not a simple hit point system — it is driven by internal modules, each representing a functional compartment of the vessel. Here is a look at the current internal layout of Ryujo, our next carrier addition to the Japanese order of battle. She still missed her "guts" in the previous update incarnations, here they are. A coat of paint, and she should be able to take her place by Junyo's side in Kakuta's "baby KB".[/p][p][/p][p]![]()
[/p][p]Ryujo was a peculiar ship by any measure — originally overloaded, rebuilt, and perpetually underpowered relative to her air group ambitions — and her internal layout reflects that somewhat improvised nature. Modeling her accurately means her survivability profile will feel appropriately different from Shokaku or Hiryu. She is not a ship you want absorbing a concentrated strike, and the module system will make sure your AI opponent feels that acutely.[/p][p][/p][hr][/hr][h3]Yokosuka D4Y1-C "Judy" — Reconnaissance Configuration[/h3][p]Introduced in the last round of news, she is very nearly ready for her operational debut and now requires integration and a proper coat of paint (these colors are just placeholders to allow the initial mapping, until Julien starts to deploy his skills).[/p][p][/p][p]![]()
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[/p][p][/p][p]CLICK HERE TO ACCESS THE BUORD DISCORD[/p][p][/p][p]Besides, as you might know, Task Force Admiral also has its own server. Support is being provided 1-1 over there in our dedicated support section, so if you encounter any issue with the game, feel free to come and say hi.[/p][p]It works for us too if you don't have issues, obviously ^^[/p][p][/p][p]CLICK HERE TO ACCESS THE OFFICIAL TFA DISCORD[/p][p][/p][p]
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[/p][p]That's all for this week. The battle group remains at general quarters — new scenarios are coming, the battleline is forming up, and the Judy is about ready to go wheels-up. Thank you, as ever, for staying the course with us.[/p][p]Until next time,[/p][p]The TFA Team[/p]
Latest Patches
[p][/p][p]Two more beta builds went out this week and were consolidated in a public release. Here's what was in them, with a bit of context for each entry.[/p][p][/p][h3]Midway Map – Sand Island & the Surrounding Atolls[/h3]- [p]Improved Sand Island topography.[/p]
- [p]Added Kure, Pearl and Hermes atolls.[/p]
- [p]Fixed bugs with multiple wave strikes.[/p]
- [p]Fixed damage detection code being too sensitive and sometimes preventing air operations on carriers.[/p]
- [p]Fixed aircraft sometimes circling forever above an airbase during landing ops.[/p]
- [p]Fixed CAPs taking off after sunset if takeoff had been delayed because of deck operations.[/p]
- [p]Fixed crash in the FDO screen.[/p]
- [p]Fixed planes clipping through Akagi's hangar.[/p]
- [p]Improved turns for non-circular formations.[/p]
Objects & Order of Battle – What's Coming Off the Slipway
[p]This has been a heavy modeling week, and we have quite a bit to show. Grab a seat.[/p][p][/p][h3]The Imperial Japanese Navy Battleline is nearly there[/h3][p]We have been at this for a while, and the results are beginning to speak for themselves. Below you will find the current state of our IJN capital ship roster — quite the family portrait. Pagodas, pagodas everywhere![/p][p][/p][p]On Scenarios — A Candid Word
[p]We had hoped to have new scenarios in your hands before this update. They are not there yet, and we want to explain why rather than offer a vague "soon™."[/p][p]The three upcoming scenarios we described in our previous SITREPs each require gameplay functions that do not yet exist in their final, stable form. We are talking about things like expanded strategic objectives, surface engagement mechanics for the coastal gun content, and new AI behaviors around multi-axis threats. These are not optional embellishments — they are load-bearing walls. Without them, the scenarios either do not work correctly or, worse, they work in a way that is technically functional but experientially hollow. A scenario that fires and produces a result is not necessarily a scenario that is worth playing.[/p][p]We have seen what happens, in our own game and in others, when new mechanics ship before they are ready. A buggy feature does not merely inconvenience the players who encounter the bug — it colors their entire perception of the content built around it, sometimes permanently. We would rather keep you waiting an additional week or two than hand you something that makes you come away thinking the content itself is bad, when the problem is simply that a function was not ready.[/p][p]We know this requires patience. We sincerely thank you for it, and we will not take it for granted. The scenarios will arrive when they are ready to make a proper first impression — which is, we feel, the only kind worth making. Rest assured that we are trying our best to bring you more gameplay contents ASAP, and that we're not resting until then.[/p][p][/p]Discord & Modding – Quick Reminder
[p][/p][p]Until then remember that new gameplay experiences are accessible on the modding discord, link below. [/p][p][/p][p]