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Dev Blog [9/24/25] - Upgrades and more coming very soon!

Dev Blog Update - \[9/24/25]
[h3]PLAN Content Drop ETA, AI system Update, and More![/h3][hr][/hr][h2]PLAN Dropping Soon![/h2][p]Hello from Triassic Games and great news, we are now targeting Oct 1st for our next big content drop!* This will include a variety of PLAN units, and some other units we really wanted to make and add into the game. The full roster is quite a bit larger than our last content update, so we want to thank everyone for your patience with this upcoming update. [/p][p]*There is a small chance there could be a delay, but we hope to be able to release it on the first of Oct![/p][p]Sneak Peek - Upcoming Units:[/p]
  • [p]Q-5 Fantan[/p][p][/p]
  • [p]Luda I-class[/p][p][/p]
  • [p]Jianghu III-class[/p][p][/p]
  • [p]Wuhan and Han class submarines[/p][p][/p]
  • [p]and more![/p]
[p][/p][h2]AI System Update (very soon!)[/h2][p]More good news! We are now planning to release the very first public iteration of our AI improvements later in Oct. Coming to Sea Power soon enough, scriptable AI (Javascript) which integrates into the save/load system! This will only include Carrier and Airfield behaviors for now, and we plan to expand on it in the near future. We've heard your feedback and we chose this to be our first target for the new AI system. Once this is out, we hope our modding community can start exploring and adapting it to other aspects of the game as well. Can't wait to see what you all will make with it and how much you will enjoy it![/p][p][/p][p]We have also begun working on pathfinding systems, so that way ship captains will no longer drive themselves onto land. Beached ships are costly to recover honestly[/p][p][/p][h2]Performance Improvements (soon)[/h2][p]After this update drops, the second half of Oct. will be focusing on another round of performance improvements, which will delay some AI work until later. We are very much aware that there are still some intense performance drops in longer missions, and that we will be investigating some potential areas for improvement.[/p][p][/p][h2]Autogen System Upgrades (WiP)[/h2][p]Ian has been super busy at work testing new lighting, improving shader blending, and procedural world/terrain generation/simulation as well to help make our game's world more immersive and accurate. We don't have too much to show for it as of right now, but the plan right now is to build up the system to be more flexible to create more interesting environments in the future.[/p][p][/p][p]This will also include much needed improvements for our terrain overall, in hopes of achieving a more immersive game environment. Snow caps on mountains being more varies, more colors, more depth![/p][h3][/h3][hr][/hr][h2]
Community Showcase![/h2][h3]Screenshots:[/h3][p]- from Cosmo7438 over at the MPS discord! Awesome shot with the stars in view![/p][p][/p][p]- From michhughe over at the MPS discord! Ready the life rafts![/p][p][/p][p]- Modded Screenshot from skyblazer2060! Worlds biggest ducky! (Mod Made by Skyblazer: Linked Here)[/p][p]Workshop Showcase:
[dynamiclink][/dynamiclink]With over 2500 subscribers, this mod will really bring not only ships, but all types of units to your missions! Check out their work and see what the community is capable of![/p]

Patch Notes 0.4.8

Hey everyone, here comes another patch -- this update delivers a mix of fixes, realism improvements, and new content. Several Mission Editor and Attack Waypoint issues have been resolved, and we have added waypoint ETA (both in time and nautical miles) for units in the editor.

In addition, US Navy missile illuminators have been adjusted to match real-world specs, meaning that SM-1 ships will suffer a reduction in overall firepower (defined as number of missiles in the air at one time), while SM-2 ships will see a 50% increase in firepower as they gain the ability to control more missiles at once.

Also, this update adds historical squadrons with liveries and serials for the SH-2F Sea Sprite, along with historically accurate assignments across each USN frigate, destroyer, and cruiser. Finally, a new scenario has been added: JMSDF Sub Duel 1985 - find it in the new "JMSDF Scenarios" folder.

Bug Fixes
  • Fixes for California
  • Grisha 3 gun angles
  • S-24 ammo points
  • FlightDeck Loadout usage; "Empty" loadout is hardcoded to be empty
  • ESM in contact analysis
  • Vertical mumbo-jumbo for aircraft
  • Tutorial 3 whale reveal slide timing fixed
  • Missing text for Intercept station role in ui.txt
  • Wrong name for Flag mesh in Combattante
  • Wind direction for clouds and ocean waves.
  • Corrected missile channels on USN fire control radars:
    - All non-SM-2 ships get a 50% reduction in firepower.
    - Added proper CG/SM-2 upgrade to Leahy, Belknap, Long Beach for a three- to fourfold increase in firepower.
  • Corrected shape and size of SYR-1
  • SYS-1 combat system no longer indestructible
  • SA-N-6 fire rate
  • Removed Jacks from Jackstaffs
  • Mission Editor: Erroneous +1 to waypoint telegraph value on Load
  • Mission Editor: Custom Air Group content was not loaded to the Air Group tab of the Flight Deck window
  • Mission Editor: load of an Attack waypoint added target unit to the parent unit group of the attack waypoint
  • Mission Editor: incorrect logic of selecting previous waypoint when setting up new waypoint properties
  • Changed "innocent transit" to "innocent passage" in event 2 of campaign
  • Weather effects could be carried over from mission to another mission
  • Nanuchka mast flag was disabled


News and improvements
  • Gun loadout to soviet planes
  • Updated translations
  • Mission Editor: waypoint path for currently selected group stroked with red now
  • Scenarios folder file and folder naming convention cleanups
  • Added descriptions to some units (thanks N0jge!)
  • Allow sorting of files by name or date in FilePickerView
  • Mission Editor: Added stack traces to the Save/Load/Save ss error messages
  • Mission Editor: Auto generate ammunition checkbox for the Custom air group on the Flight Deck window
  • Mission Editor: ETA time for waypoints
  • Mission Editor: distance in nmi from previous waypoint added for waypoints
  • Mission Editor: preparation for the Destroy/Despawn a unit trigger action in GUI
  • New JMSDF Sub Duel 1985 mission; new JMSDF Scenarios folder
  • Trigger to Enable/Disable FlightDeck AI; Display of FD AI status in DM/Flightdeck
  • Added SYR-1 antennae to Leahy, Belknap and Long Beach
  • Basic aircraft max autoattack range limiter
  • Add confirmation dialog to Recover All
  • Add Rebase and RTB to Formation Manager for Aircraft/Helicopters
  • SH-2 Seasprite liveries
  • Added modex support to SH-2F
  • SH-2F squadrons and squadron assignments for all escort ships
  • Better aircraft max auto-attack range limiter

Patch Notes 0.4.7

Hey everyone, we had some Mission Editor issue still in our last patch so here comes a hot fix for it. Sorry for the circumstances!

Bug Fixes
  • Submarines caused errors in Mission Editor
  • Kirovs flag

Patch Notes 0.4.6

Hi everyone, here comes a hot fix for the patch from yesterday. Some missions could not load properly, sorry for that!

Bug Fixes:
  • Added missing California picture
  • Mission Editor could not load submarines
  • Mission loading error for some missions
Improvements/Additions:
  • Updated translations

Patch Notes 0.4.5

Hi everyone, here comes another patch release, fixing some issues with ballistics and some units. Also it adds a new unit, the California CGN!

Bug Fixes:
  • Warehouses 3 targeting and system data
  • Campaign missions 05A and 05B reveal triggers updated to new format; fixed aircraft not launching in mission 05B (Northern Hammer)
  • Ballistics now working properly with higher time compression
  • Some holes on Enterprise
  • Helicopter positions on Brooke
  • Flight Deck "Available" update for selected loadout
  • Claude V. Rickets -> Claude V. Ricketts
  • Linear Campaign Loading Error
Improvements/Additions:
  • Updated translations
  • California CGN
  • Lack of weapons blocks launch from a flight deck
  • Flight Deck: Loadout availability calculation
  • Aircraft can no longer take off from airbase if there is not enough ammo for its loadout, but abscence of ammunition does not block aircraft launch