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[EA SITREP #4] Weekly News: Objects & Modding

[p][/p][p]Note & credit: Action screenshots were provided by players on the game’s Discord — today featuring Alan, Hood, Nafeij and Sgt Hamlet. Big thanks to them![/p][p][/p][p]Welcome back, admirals![/p][p][/p][p]As expected, the week has been fairly calm on the update front, as we took some time to rest and refit, with JB enjoying a well-deserved break. He’ll be back in action on Monday, so don’t worry — updates and fixes will resume soon enough.[/p][p][/p][p]Regarding development plans (fixes aside), as mentioned earlier our focus will be on a select number of new functionalities designed to make upcoming scenarios more interesting and more playable. These include new options for air operations, as well as expanded strategic objectives, allowing for win conditions that go beyond the current “make them turn back” dynamic typical of our carrier face-offs.[/p][p][/p][p] [/p][p]We haven’t been idle on the 3D front either. Midway is now entering its final round of polish, with new objects being implemented — no trivial task, especially considering that Japanese ships may soon be getting much closer to the frontline. Work is progressing steadily on key assets. Pagodas are looking sharp, and each Kongo-class ship is receiving its own distinctive superstructure. Nagato and Wasp are also beginning to appear on the horizon.[/p][p][/p][carousel][/carousel][p][/p][p]Enjoy the visuals![/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]It's also time to talk a bit about Modding[/h2][p][/p][p]Regarding a future dedicated Steam Workshop function, we have no objection to implementing a Sea Power–like system. In fact, we’ll need it ourselves for simpler features such as custom scenarios — which will become especially relevant once the scenario editor is available. This will be part of our broader Steamworks integration effort, which will eventually include achievements as well (you like those, don’t you?).[/p][p]But today, we wanted to take this update as an opportunity to introduce you to the work emerging from our young — and already active — modding scene, through the efforts of TyGamer.[/p][p]He’s been hard at work and has already authored two mods, experimenting directly with the game files.[/p][p][/p][p]The first home-made scenario: Invasion of the Solomon Sea![/p][p][/p][p][/p][p]2. A small scenario swapping the PoV from the US to the Japanese. [/p][p]Obviously, nothing else will change so you'll still receive US messages in a US environment, but if it really burns you inside not to play the KB, well, he can show you the way! [/p][p][/p][p]"Ever wanted to play as the Japanese? Well now you can! Just the original Coral Sea scenario (meaning put it in scenarios/1/battle3) but with the sides flipped since I realized how easy it would be to do so. Your forces will appear red and the Americans will be blue/green on the strategic map since those are the colors of each side in-game. You will also have the sea plane tender and Rabaul airstrip to help as well (both controlled by allied computer like Midway).[/p][p]Make sure to make a copy of the original scenario file so you can always revert back! " [/p][p][/p][p]For this mod along with discussions regarding future efforts, we encourage you to join the dedicated SP-WotS-TFA modding server so as to stay updated and access the new stuff as soon as possible. Follow this link![/p][p] [/p][p][/p][p] https://discord.gg/vc8uAVH6Sh[/p][p][/p][h3]Modding: Some Rules of Engagement[/h3][p]We’ve received a few questions over the past few days, so I’d like to clarify a couple of points.[/p][p]A few rules for mod users & modders:[/p]
  • [p]Regarding the use of mods in TFA:
    We have no issue with players experimenting with the game’s functions and files. However, if you choose to play with mods, please understand that we cannot support modded versions of the game at this time. This means no crash reports or stability-related feedback based on modified builds. If you use mods, you do so at your own risk.[/p]
  • [p]Regarding the use of TFA assets in other games:
    As a general rule, we do not allow the indiscriminate distribution of TFA assets in third-party products. That said, we are not opposed in principle to TFA objects being used in other games — provided the following conditions are strictly respected:[/p]
    • [p]Prior approval must be obtained directly from us.
      Modders must contact us beforehand. Any channel is fine (forums, Discord, etc.).[/p]
    • [p]3D models must be properly repacked for use within the target third-party product and converted into that product’s native format. Direct downloads of our 3D models for standalone use — whether reassembled or not — are not permitted.[/p]
    • [p]Clear and proper credit must be given to Task Force Admiral and to our artists in a form that is agreed upon when we provide the original greenlight.[/p]
    • [p]Our models may not be used in any paid product.[/p]
[p]We are glad to see creative energy building around the game, and we want to support it — but it has to be done in a way that protects both the project and the artists who contribute to it. We thank you in advance for your understanding, and we look forward to seeing what you'll create on your free time ^^[/p][p]

[/p][p][/p][h2]TFA & Friends - New Bundles for your Enjoyment![/h2][p][/p][p]Bundles are a pretty neat way for us to join forces with other games. We already have a few bundles available with titles from the MicroProse catalogue — more on those perhaps in the next update. But today, I’d like to highlight the bundles we share with a few fellow indie projects that genuinely resonate with Task Force Admiral in theme and spirit.[/p][p][/p][p][dynamiclink][/dynamiclink]Carrier Battles 4: Guadalcanal explores the same Pacific carrier warfare setting from a different but equally compelling angle. While TFA brings the experience into a real-time 3D environment, Carrier Battles 4 offers a refined 2D operational command perspective. Both titles attempt, each in their own way, to capture the tension and uncertainty of carrier combat — something CB4G achieves through clean operational presentation and clarity, reminiscent of fantastic tabletop wargames the likes of CARRIERS. A very good companion to TFA, made by a French compatriot — don't ask me where that PTO carrier bug comes from, but it is an obsession we happily share! A new DLC was released a few weeks ago, so the game is very much alive. No excuse![/p][p][/p][p][dynamiclink][/dynamiclink]Ground of Aces connects with TFA through its focus on air power management. In a fashion made popular by Bomber Crew, the spotlight isn’t just on combat itself, but on the organization and preparation that make air operations possible. Our game places you in command of carriers at sea and their air groups ; Ground of Aces revolves around running an airbase: managing pilots, aircraft readiness, logistics, and the day-to-day realities behind sorties. Although the overall tone is lighter in the case of GoA, make no mistake: everything you might want from an airbase sim is there, with a depth few games have achieved in this niche. The latest major update has been released only a few days ago, so the excitement is still fresh — and the on-going discount is quite the good deal indeed I must say![/p][p][/p][p][dynamiclink][/dynamiclink]Finally, Burden of Command shares with TFA a similar respect for history and realism. Both projects approach their subject matter with the utmost care, aiming to reflect the human dimension of war rather than merely turning it into a spectacle. While the scale and gameplay focus differ, there is a common desire to ground the experience in authenticity and original design. At the end of the day, that's quite a strong recommendation for any WW2 grognard who appreciates games that go the extra mile. A new DLC, titled "Three Nations" allowing you to play the game on the other side, among other new contents, is about to release on the 24th — a perfect moment to start your collection![/p][p][/p][p]Here! if these themes resonate with you, these bundles are a great way to support multiple like-minded teams while expanding your library with games that naturally complement each other. Hopefully you'll support them with the very same kindness, they deserve just that![/p][h2][/h2][p][/p][p][/p][p] [/p][p]That’s all for today. Thank you all for your continued support, it is the kind of fuel which makes us keep moving forward. More action next week after this small pause, that's a given - and big thanks for your patience![/p][p][/p][p]With love,[/p][p]The TFA Team[/p]

[EA SITREP #3] Current Progress & the Next Steps

[p][/p][p]Note & credit: action screenshots were provided by players on the game's discord. Big thanks to them![/p][p]Welcome back, admirals![/p][p]One more week - we can't believe it's been nearly three weeks since the early access release. Honestly it feels like forever, but there's probably a reason for that. We've been up on the deck non-stop ever since d-day and it starts to show. Still, the week has been busy, so let's have a look at what has been done, and what is yet to come.[/p][p][/p][p][/p][p][/p][h2]The News of the Week[/h2][p][/p][p]Lot of work behind the scenes. We won't repeat ourselves in here, as there's enough contents as it is, but if you are curious about it, please do take the time to have a look at our patch notes from yesterday.[/p][p][dynamiclink][/dynamiclink][/p][p]Since then, another update has hit the digital shelves of your Steam library. That patch includes the following changes:[/p][p][/p][h2]13/02/2026[/h2]
  • [p]Improved automatic FDO & Scrambles interception logic that will impact fighter responsiveness against strikes.[/p]
  • [p]Minor improvements were made to fleet maneuvers when turning into the wind when the task force is set in a non-circular (non-ring) formation.[/p]
  • [p]Fixed the glitches on arresting barriers introduced in the last patch.[/p]
  • [p]Game won't "acquire" the mouse anymore.[/p]
    • [p]Except when the player is controlling an aircraft.[/p]
      • [p]This means the -nograb option is no longer necessary.[/p]
[p]New models are being integrated in-game (yay, new targets), and will continue to be integrated next week, so as to be readily available for the new scenarios. Said new scenarios are set to be released hopefully in the last week of February or the first week of March, depending on our progress and our debugging, as some new mechanics will have to come into play to enable them.[/p][p][/p][p][/p][p]In the meantime, we released an "ironman" version of Midway for you to try out, set around a second Japanese carrier task force supporting carrier divisions 1 & 2. [/p][p][/p][p]A Flight to Somewhere? [/p][p]Historically, Fletcher's morning search proved overly cautious, and Mitscher's morning strike the complete opposite. But what if their fears of being flanked by an unannounced second force had proven right? For tough players only, along with tough choices![/p][p]In this scenario, American historical tactical fears prove validated, as the Kido Butai is not anymore a mere blob headed for Midway. This scenario is meant to be more challenging, but is in no way impossible, as many of our players have discovered so far. It requires finesse as your fighters will be under heavy pressure to repulse the enemy's onslaught, and catching the odd scout at the right moment could be the difference between a quiet morning and a deadly one. [/p][p]The whole point is to allow us to scale the game up, as the extra 120 or so aircraft it adds to the mix along with a new task force will help us better identify issues belonging to that sort of complex engagements. You will also have the opportunity to strike Junyo, a ship not often seen in videogames over the years, that we are happy to reintroduce - along with Hiyo - to the digital world of carrier warfare. Her sleek liner lines are a sight to behold - it's now up to you to massacre these with little mercy![/p][p][/p][p][/p][p][/p][p] [/p][p][/p][h2]The Team: some R&R time, as we rest & regroup![/h2][p]Next week our lead dev JB will take a well-deserved rest for a week, so as to take a small break from the hectic time he has gone through since before the release. As such, the flow of smaller updates will pause for the duration of his rest.[/p][p]In the meantime, Victor our newly minted deputy lead dev will try to organize our QA pipeline by scouring the forums and the discord, finding yet non-addressed issues that he will either report in orderly fashion to JB, or try to fix by himself. In doing so, he will be assisted by Lawson, our Discord mod, who is currently compiling a much-needed FAQ topic which will be published on the Steam forums. These efforts will also come in handy to properly write our helping tips, as the famed Wolfpack345 has kindly accepted to assist us in filming a dozen animated short videos, designed to be accessible as an overlay from the game's stations, in order to provide some sort of narrated companion. [/p][p]As for what's next, Victor is only getting started. Among other things, he'll give us a hand in getting other core functions ready - including the mission editor and the much-awaited cinematic in-game replay system. Please make him feel welcome, for he's only getting started![/p][p]Thank you all for being with us on this journey. We'll do our best not to disappoint.[/p][h2][/h2][p][/p][p] [/p][p]That’s all for today. Thank you all for your continued support, and see you next week with fresh news![/p][p][/p][p]With love,[/p][p]The TFA Team[/p]

Patch Notes (public build 21906357) & 7-days History

[p][/p][p]Patch notes for the current build and the previous builds over the last 7 days.
Reminder: all patch notes are visible on startup.[/p][p]Thank you in advance for your feedback![/p][p][/p][h2]12/02/2026[/h2]
  • [p]Added new Midway scenario variant ("The Flight to Somewhere"). [/p][p]Allows us to scale up the engagement at Midway and to test a more hectic air and naval activity on our way to a complete representation of the battle. New models have been integrated, and or will be swapped (i.e. Zuiho for Ryujo) as the needed units come online.[/p][p][/p]
  • [p]US Fighters section's size is now 2.[/p][p]A long-standing issue solved. The basic tactical unit for USN fighters is now two-craft as it were by the time the war started.[/p][p][/p]
  • [p]Added a new parameter to the CAP settings to limit the number of rotations.[/p][p]Independently from the reserve fighters being now assigned to scrambles, you can from the get-go decide whether you want your CAP zone to be relieved later during the day. The first effect is that these aircraft will be available for escort missions too.[/p][p][/p]
  • [p]Aircraft will now fall from deck if a sinking carrier pitches / rolls too much.[/p][p]Self-explanatory. No more super breaks or super glue! [/p][p][/p]
  • [p]Fixed a major random crash.[/p][p]This one has been in the works for three weeks. Hopefully it should help with overall stability.
    [/p]
  • [p]Fixed search missions shadowing not working properly.[/p][p]In certain circumstances, scouts could fail to properly shadow their target. That is now fixed.[/p][p][/p]
  • [p]Fixed deck operations being improperly listed in the Air OOB & Missions View.[/p]
  • [p]Fixed bad target names for CAPs in Air plot screen.[/p]
  • [p]Fixed joystick sliders not working properly.[/p]
  • [p]Fixed missing faces on Yorktown class barriers.[/p]
  • [p]Fixed bad textures on Japanese carriers barriers.[/p]
  • [p]Reduced aliasing on carriers barriers.[/p]
[p][/p][p] [/p][p][/p][h2]10/02/2026[/h2]
  • [p]Scrambles changes:[/p]
    • [p]Scrambled aircraft will now stay in the air as long as they have fuel, unless manually recalled.[/p]
      • [p]CAPs rotation aircraft will now be used by the scrambles.[/p]
  • [p]QoL:[/p]
    • [p]One can now change the start & spread angles of a search by dragging the sides.[/p]
      • [p]OOB: state is preserved when switching between AIR and BASE modes.[/p]
  • [p]Added a map plot for airbases.[/p]
  • [p]Fixed crashes.[/p]
[p][/p][p][/p][p][/p][h2]05/02/2026[/h2]
  • [p]Added a "Clear Deck" button in the Air Plot screen, next to "All fighters to Deck"[/p]
    • [p]This will move as much aircraft as possible in the hangar, the rest will be moved to the bow.[/p]
      • [p]planes doing weird moves on deck during this step is a know bug, it will be improved.[/p]
  • [p]B-17s and B-26s will now use 500 lbs Mk12 bombs instead of 1000 lbs Mk13 bombs ( as they should have).[/p]
  • [p]SBD payload configs have been updated:[/p]
    • [p]Offensive power config will use a single 1000 lbs Mk13.[/p]
      • [p]Endurance config will use a 500 lbs Mk12 and 2x100 lbs Mk4.[/p]
  • [p]Improved B-17's flight model.[/p]
  • [p]Added proper tactical map 3D models for many ships.[/p]
  • [p]Improved Akagi's nets rendering.[/p]
  • [p]Fixed bad textures on USS Atlanta.[/p]
  • [p]Added true Benham class destroyers in the Midway scenarios. Only visible on fresh games[/p]
  • [p]Fixed old empty fleets still being listed in the AIR OOB panel.[/p]
  • [p]Fixed planes & pilots marked as MIA by the original carrier after some time despite having landed properly elsewhere.[/p]
  • [p]Fixed pilots not being properly marked as available when a mission about to takeoff is canceled because of damages.[/p]
  • [p]Fixed cases of planes stuck forever on the flight deck gear-up and engine on.[/p]

[EA SITREP #2] New Fixes, New Features, New Scenarios

[p]Note & credit: action screenshots were provided by players on the game's discord. Big thanks to them![/p][p]Welcome back, admirals![/p][p]It’s been another busy week, building the game around a strong - if somewhat stress-inducing - launch. To soothe everyone a bit, here’s the latest contribution from JP Ferré to our marketing efforts, who compiled a few unused trailer rushes into an original video. A good way to kick off this update on an oneiric note.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h2]The News of the Week[/h2][p][/p][p]As we were saying, so far, the game works properly for most of you, foundations are good, we're now busy with improving the rougher mechanics & the polish overall. We have kept on updating the game on our testing build, and the following changes, fixes and improvements are expected to be pushed next week. Some were already as part of the February 5 update (please refer to the in-game patch notes on startup for more details)[/p][p][/p][p]Air Ops[/p]
  • [p]Added a "Clear Deck" button to the Air Plot screen. This moves as many aircraft as possible into the hangar; any remaining aircraft are moved to the bow. This feature is experimental - if you experience crashes while using it, please report them and include your email.[/p]
  • [p]Fixed cases where aircraft could remain stuck on the flight deck indefinitely with engines running and landing gear up.[/p]
  • [p]Updated SBD payload configurations to more relevant ones:[/p]
    • [p]Offensive configuration now uses a single 1,000 lb Mk13 bomb.[/p]
    • [p]Endurance configuration now uses one 500 lb Mk12 bomb and two 100 lb Mk4 bombs.[/p]
  • [p]B-17s and B-26s now use 500 lb Mk12 bombs instead of 1,000 lb Mk13 bombs, as they historically should.[/p]
  • [p]Improved the B-17 flight model.[/p]
[p][/p][p]Naval Ops[/p]
  • [p]Improved aircraft ship avoidance (mostly visible during torpedo attacks).[/p]
  • [p]Fixed wrong assignations in the AIR OOB panel when splitting/merging fleets.[/p]
  • [p]Fixed bugs in formation editors when working with multiple fleets.[/p][p][/p]
[p]Eye Candy & UI[/p]
  • [p]Added proper tactical map 3D models for most of the missing ships.[/p]
  • [p]Improved Akagi's nets rendering.[/p]
  • [p]Fixed bad textures on USS Atlanta.[/p]
  • [p]Added true Benham class destroyers in the Midway scenarios. [/p]
  • [p]Fixed old empty shells still being listed in the AIR OOB panel.[/p]
  • [p]Fixed planes & pilots marked as MIA by the original carrier after some time despite having landed properly elsewhere.[/p]
  • [p]Fixed pilots not being properly marked as available when a mission about to takeoff is canceled because of damages.[/p]
[p]The tactical map 3D models are important, not only as a way to streamline the visual experience, but also because they are used for the future upgraded Tacview library. Gone will be the days where a B-1 or a B-2 silhouette was flying in the skies above your 1942 task force! Big thanks to Skyblazer for his hard work.[/p][p][/p][p][/p][p]As you can see with the family reunion, pretty much 50% of all ships and aircraft are already in-game by now. Some of the missing ones aren't too simple to integrate (Wasp, I am looking at you) and we still need to complete many auxiliaries, but we're closer to the end than we are from the beginning (fortunately, you'd say!). Talking about auxiliaries, we have a few new victims waiting for their last trip to the paintshop before final deployment.[/p][p][/p][p][/p][p]Big thanks to Rizki and Julien for the new upcoming models, to Akos for the research, and to Reis for their integration (along with an impressive list of fixes for gun directors!).[/p][p][/p][p][/p][p]Next stage is all about more "critical" hardware, as Saratoga (in her June 42 configuration), Ryujo and Junyo will join the fleet. Nagato is on her way too, and then we have Chitose, the E8N seaplane, etc... As you can guess, there's some heavy duty rumble in the air. We still lack half a dozen hulls after that to make Midway complete, but that's a good part of the job done already.[/p][p][/p][p][/p][p][/p][h2]New scenarios incoming[/h2][p][/p][p]We're also about to get you guys new scenarios. Here's a small introduction to the next three operations, which will make good use of some of the new assets we're about to introduce in-game. [/p][p][/p][h3]1. An Early Payback - December 8, 1941[/h3][p]Historically, Nagumo’s carrier strike force was supposed to detach Zuikaku and Shokaku on its way back to safety in order to bombard Midway Island as a target of opportunity. For various reasons, Nagumo and his staff decided to forgo this option, certainly a wise choice considering that Hiryu and Soryu were soon detached to support the Wake operation after its initial failure. In the end, only two destroyers, sent separately with a support ship to act as a mobile refueling base, shelled Midway Island, causing a single casualty.[/p][p]At that point, the defenses of Midway Island were not nearly as developed as they would be six months later. What would have happened if the plan had been to invade the outpost immediately instead, offering the Japanese Navy a strategic stepping stone in the Hawaiian chain? In this scenario, the destroyers depart Japan as expected, but are accompanied by several fast transports, with the intent of executing a coup de main in the fashion of the Wake operation. As this operation goes beyond a mere demonstration of force, Nagumo provides the heavy support expected of him.[/p][p]This larger operation does not go unnoticed. PBYs operating from Midway spot the small invasion flotilla and report it to CINCPAC. Admiral Kimmel, still reeling from the shock of Pearl Harbor, sees a chance at partial redemption. With short notice but great determination, Admirals Halsey, aboard Enterprise, and Brown, aboard Lexington, converge on the small island with the explicit mission of repelling the enemy assault. Lexington in particular, tasked with delivering a Marine dive-bomber squadron to Midway, is highly motivated, as the flying Leathernecks still aboard, though relatively inexperienced, are eager for payback with interest. Letting down the Marine defenders will simply not do. Little do they know that they may encounter Japanese carriers, but at least, the feeling happens to be mutual![/p][p][/p][h3]2. Wake-Up Call at Tulagi - May 4, 1942[/h3][p]Historically, the operation known as the Battle of the Coral Sea opened with a lightning raid by USS Yorktown against Japanese landing operations off Tulagi, in an area soon to become famous for other reasons in the annals of naval history.[/p][p]This raid was successful partly due to a series of misfortunes on the Japanese side. Indeed, had everything gone according to plan - a recurring issue in Japanese naval operations throughout 1942 - Admiral Takagi’s carrier strike force, centered on Carrier Division 5 (Shokaku, Zuikaku), should have been just north of Tulagi at that time and could have caught Yorktown by surprise. Unfortunately for the Japanese, in a stroke of bad luck, a failed delivery attempt of Zero fighters to Rabaul due to bad weather, followed by an impromptu need for refueling, meant that the task force was nowhere near where it was supposed to be. This scenario assumes that Takagi delivers the Zeroes to Rabaul on schedule, refuels afterward, and is conducting routine operations north of Santa Isabel Island.[/p][p]Yorktown’s attacks meet unexpected resistance over the Tulagi invasion group. In addition to the historically present Pete floatplanes, carrier fighters are spotted as they are rushed to the rescue. Lexington is down south, having just refueled, but may need a full day to join the fight.[/p][p][/p][h3]3. Revenge Is a Dish Best Served Cold - May 12, 1942[/h3][p]Historically, Takagi received a bloody nose at the Coral Sea. Although the situation was not yet desperate, Port Moresby was saved in extremis by Admiral Inoue’s reluctance to push his luck, leading him to recall the MO operation against the wishes of the Combined Fleet. But what if Shokaku had escaped damage on that fateful day, and if the air groups had been somewhat less depleted?[/p][p]In this scenario, we explore the possibility that, as was historically the case, Lexington sank and Yorktown was heavily damaged. We assume that Admiral Crace’s force was unsuccessful in repelling the invasion in the Jomard Passage, as Carrier Division 5 did not suffer losses anywhere near as severe as those sustained historically, having surprised TF-17 early on with a knife in the back while it was busy striking at Shoho. With troops landed at Port Moresby and its Allied airfields neutralized, all appears to be going well for the Japanese. Admiral Takagi even goes so far as to launch a raid against Cooktown and Cairns in Australia, pursuing Crace and Fletcher down the coast and giving the invasion additional room to proceed unhindered.[/p][p]Admiral Halsey, who is about to enter the area with Enterprise and Hornet, is not recalled to Pearl Harbor for the Midway operation just yet. Instead, he seeks to exploit this opportunity to strike a decisive blow against the Japanese fleet as its carriers and transports retire northward around the New-Guinean peninsula. The only way to do so is to commit fully across the Coral Sea, within range of search assets and Rabaul’s strike aircraft. Nimitz, though initially reluctant, understands that this is the only way for the US Navy to reassure Australia of America’s commitment after the Coral Sea disaster, and is told in no uncertain terms by Admiral King and Washington that passing up this opportunity would reflect poorly on his judgment. Although diminished, the air groups of Carrier Division 5 remain combat-ready and more experienced than they were a week earlier. Leaving his destroyers behind, Halsey drives forward at full speed through the night, hoping to catch the Japanese forces with their pants down.[/p][p][/p][p][/p][p] [/p][h2]The other news of the Week [/h2][p][/p][p]Spotlight today on two other games about to rumble, both firmly rooted in the past - that is, the good parts of the past.[/p][p]First up, the remaster of F-22 Air Dominance Fighter has been announced and is set to release on the 17th. It is a full refurbishment of the classic air combat simulation. Many of you likely have fond memories of this important stepping stone toward Total Air War, a series that is arguably the magnum opus of DiD’s modern combat lineage.[/p][previewyoutube][/previewyoutube][p]This upgrade very much follows in that spirit. Much of the underlying technology was originally developed as part of an ADF upgrade, and if the game finds its audience, all that passion - along with the new features - is expected to make its way into Total Air War in short order. Videos circulating online have been fantastic, evoking a more polished, less crude version of childhood memories - something we can all wholeheartedly cheer for. Go support it, days away from release, they need it more than ever![/p][p][dynamiclink][/dynamiclink][/p][p]On a slightly closer chronological front, Bracer’s Battleship Command has a new devlog out. Head this way for some solid sim tech, Made in Kriegsmarine. Yeah don't worry, we'll do something about our clouds-related gameplay soon enough too, but in the meantime... Enjoy![/p][previewyoutube][/previewyoutube][p][dynamiclink][/dynamiclink][/p][p][/p][p] [/p][p]That’s all for today. Thank you all for your continued support, and see you next week with more progress - hopefully![/p][p][/p][p]With love,[/p][p]The TFA Team[/p]

Patch Notes (public build 21747168)

[h2]01/02/2026[/h2]
  • [p]Fixed potential crashes in the input customization menu.[/p]
  • [p]Fixed crash when cancelling a search using cruiser's seaplanes.[/p]
  • [p]Quality of life:[/p]
  • [p]Timeline can now display cruiser's seaplanes departures.[/p]
  • [p]Strike planner will now display all carriers under player's control and not only ones from the current selected fleet.[/p]
  • [p]Search planner will now display all carriers & seaplanes under player's control and not only ones from the current selected fleet.[/p]
[p] [/p][h2]02/02/2026[/h2]
  • [p]Minor improvements done to the torpedo bombers AI[/p]
  • [p]Fixed bugs in aircraft recovery logic to prevent the AI to consider a carrier as full and reject new landings.[/p]
  • [p]Fixed bug in the timeline carrier selection combo after merging fleets.[/p]