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Dev Blog 4/3/25 - Roadmap Update

Saving/Loading, Upcoming content drop, and Dynamic Campaign Delayed

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[h2]Saving/Loading - What you should know![/h2]
Saving and Loading will be going to the release build later this month! It will remain in the public beta branch for a little while longer while we continue to make sure some bigger changes are worked out. With this, we've also added a new in-game bug reporting system that can be accessed within a mission by hitting ESC -> send debug report. This will automatically generate the following info and be sent to us for debugging:

  • A new autosave is trigged and save into your save folder (%appdata%->LocalLow->Triassic Games), which we get a copy of.
  • Both game logs (lets us check for null refs, or otherwise) and the event logs (allows us to see missiles hit chance, engagement orders, etc.).
  • a copy of the mission file (to help debug more specific mission related errors).
  • Basic system specs (OS, hardware, driver info)

All of the information above will greatly improve our ability to reproduce some of the errors that have been harder for us to track down with what information has been normally shared. If you run into issues in-game, we HIGHLY RECOMMEND YOU USE THE IN-GAME REPORTING. If there is an issue that you CANNOT send via that tool, please resume reporting through either the Microprose discord (link here) or via the steam forums for your respective game branch.

[h2]Dynamic Campaign is delayed![/h2]
The Triassic Team will be delaying Dynamic Campaign testing from it's Q2 release window to continue work on the base game. With this delay, this will afford us more time to gather the team around various improvements like the AI behaviors, Aircraft micromanagement QOL, and other features to improve the overall base gameplay. If we continue to work on Dynamic Campaign currently, it will only come back to bite us even if we make the dynamic campaign on time due to the base game systems being less polished.

[h2]Tac View integration testing![/h2]
While we know there is a demand for a replay system, we will be implementing Tac View with Sea Power in the near future! Not only do we think this will be used to help analyze post battle actions, but could even help us with debugging due to the fact we won't have to create an entire new system to work on. We are excited to start experimenting with this idea internally first, before rolling it out to Beta later on!


[h3]What's next Triassic Games?[/h3]
With saving and loading coming soon, we will be focusing on delivering our next content drop this month! This will include JMSDF Units (and some bonus units for other nations through in too!), Mission Editor Improvements, further performance optimizations, and more! We've been hard at work in the background working on improving our autogen tech as well, as we are making plans to try and expand it's functionality to allow for more objects to be added to it. Our first experiments will be with trees, and if it goes well, there is potential it could be expanded to underwater boulders, ice caps/shelves, and smaller objects. Triassic Games is still very much aware of the AI improvement goals, but our limited bandwidth forces us to focus on one to two core issues at a time. We thank you for your patience with us as we work!

[h3]New window type (freestyle window with XAML editing)! -Beta Branch-[/h3]
The Free Content Window is a new UI Window that you can create with a Trigger. This window is empty by default and you are able to provide content for it in the same way that you can for Mission Briefings, by specifying an Assets directory (for things like images) and an XML file which defines the content. See here https://www.noesisengine.com/forums/viewtopic.php?t=3610 for a handy UI tool that you can use to help create these. The Free Content Window has two additional features built in. These are "Commands", which you can use to interact back with the game world from the UI. The first is the OpenFileCommand which allows you to switch the content of the window to that defined in a new XML file, you specify the file through the CommandParameter of UI Elements like buttons. The second is the ExecuteTriggerCommand which allows you to cause a trigger to be executed on a button push. These are referenced via the Trigger Name and again defined in the CommandParameter field of a UI element.

[h3]Bonus Units for April! (Sneak Peak)[/h3]
While you all have seen some photos thus far about the JMSDF units, we also will be including some new land units for this months content drop! (Units depicted: M51 Skysweeper, M110 arty, MLRS, Type 60, Type 81, Straight Flush)


[h3]Closing Words[/h3]
Hello everyone, Zelos here again! Just want to of course continue to thank everyone in our community for the feedback, awesome screenshots, videos, and memes you all create! Going forward, we will be updating our roadmap media to be more accurate to reflect these changes that we mentioned above.
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[h2]Community Showcase![/h2]
[h3]Our favorite screenshots![/h3]
MPS Discord - Cadia9529

MPS Discord - nuclearstonk

MPS discord - allhacknoskill

SP Reddit - X3asYG


[h3]Our favorite mod from the workshop![/h3]
Check out this awesome mission by Pax featuring Air superiority, coastal bombardment, long range confrontation, convoy escort!
https://steamcommunity.com/sharedfiles/filedetails/?id=3440001215

Dev-Update 03/04/25

Saving and Loading enters Open Testing and TFA Kickstarter launching!

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Hello again from the Triassic Team! So we are finally ready to start stress testing saving and loading into the public beta branch. We know it's one of the most requested feature, and have been working on it ton in the background. However, there will likely be some issues with mods, missions, and other specific setups, so please expect and report on defects. On that note, we have some new features as well for reporting.


[h2]How do I (you) join the beta branch?[/h2]
Steps to join the beta branch:

  1. Open Steam and enter your Library.
  2. Right click on Sea Power and select “Properties”.
  3. In the pop up go to Betas
  4. Select 'stable - Beta branch'




[h3]Beta Branch Disclaimer:[/h3]
By joining the beta branch, you may get crashes, bugs, and other issues that are not present on the release ver. of the game. User should only play on the beta branch to help testing efforts for new systems, and to see if some hotfixes fix previous issues.


[h2]In-Game Bug reporting[/h2]
That's right, no more being asked to join the discord server or using other sites to post issues. We've added a new button in the pause (ESC) menu for bug reporting! These new tool will also include your save files (for debugging save/load issues, and please mention if you did a quick save or what file your loading from in your report), the event log (helps show missile hit chance, damage, and other misc. stats from gameplay), and the game log (for finding NullRefs that can increase memory usage, crashes, and other stats). Please put your bug reports in English! We still like to encourage users to use services like Youtube and Discord for sending media of more edge case defects and bugs, as media can be important for reproduction steps.


[h2]Steam Sub Forum (Beta Branch Bug Reports)[/h2]
With this new beta starting up, we will also be making a separate sub forum on steam for bugs encountered on the beta branch. If the in-game bug reporting is not working for any reason, we still want to have a redundant area as a backup. However, it's important to note that we may ask for the following: Save Files, Error from crash log, the entire game log, or media (depending).

[h2]Save File Location[/h2]
Save files can be located by going to the LocalLow file on your system. (Windows Explorer->Typing in %appdata% into the address bar->going back one step to view the root folders-> LocalLow). Once there, there will be a folder called Triassic Games->Sea Power->Saves. This is where you can find your save files for bug reporting defective saves.

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[h2]TFA Needs your Support![/h2]
Another Microprose Project, TFA, just launched their Kickstarter Campaign and a playable demo on Steam! With this, we would like to help bring more awareness to their project as thanks, as they have also helped the Triassic Team out. Feel free to check out some of the info below, and some screenshots!

[h3]What is TFA you ask?[/h3]
"Task Force Admiral (volume 1: American Carrier Battles) is a full-3D, PC command simulation that is trying to recreate the complexity, the adrenaline and the uncertainty inherent to WW2 naval command. We are aiming at recreating the kind of product we used to play in the 1990s, when wargames and simulations were at their apex as gaming genres. To do so, we specifically aimed for good production values, hands-on diegetic interface and (hopefully!) a visible passion for the historical topic & its lore." - Drydock Dream Games


[h3]What is TFA going to feature?[/h3]

  • Fully playable U.S. Navy side for air and surface operations
  • 30 + historical & hypothetical scenarios (December 1941 to February 1943)
  • A random scenario generator
  • A fully-fledged scenario builder
  • Working savegames & replay module
  • South Pacific (Solomons, Western New Guinea) & Midway fully modeled
  • The extra gameplay options cleared by the Kickstarter campaign & a clear roadmap of future developments


[h3]Why you should support the kickstarter compared to steam?[/h3]
For one, you can join the beta access program via specific pledge tiers range of tiers and pledge levels available for naval strategy fans. Two, there is a range of exclusive goodies from discord badges, to hi-res art, and even special physical treasures (Signed Photos, Challenge Coin, and more)!









KickStarter Link: Task Force Admiral Kickstarter campaign


Store Page Link: https://store.steampowered.com/app/1281220/Task_Force_Admiral__Vol1_American_Carrier_Battles/


Patch Notes 0.1.1.7

Hi everyone, as you might know there is an issue with the Mission Editor which is fixed with this patch. Thank you all for your understanding and patience!

Bug Fixes:
  • Saving/loading: fix nullref in RecoveryTask/Rollout (assumes parented unit)
  • Mission Editor: Groups loaded from json templates missed localisations and workable FlightDeck that could lead to inability to save a mission
  • Mission Editor: Flight deck window was available when new empty group was added after removal of previous group where FlightDeck was enabled
  • Wrong F-14 squadrons on Enterprise
Improvements/Additions:

Patch Notes 0.1.1.6

Hi everyone, here comes another hot fix which mainly fixes the "Unit Enters Area" condition which was broken for all missions. Happy Sunday and have a great start into the new week!

Bug Fixes:
  • Implemented a fix for saving/loading which should work for units that are still in a hangar or taxiing
  • Null refs
  • Add error if you try and upload StreamingAssets or StreamingAssets/original to Steam.
  • Broken "Unit Enters Area" condition
  • Workaround: Helicopters stuck when dropping sonobuoys
  • Carrier inis used nonexistant parameters
Improvements/Additions:

Patch Notes 0.1.1.5

Hi everyone, this hotfix patches some critical error where dead units could teleport into your area creating all kinds of weird situations. Sorry for that and happy weekend! Shall the dead be burried forever!

Bug Fixes:
  • Custom formation problem on landing
  • Echo Shaddock launch code
  • Dead units were teleported due to malfunction in relocation handling
Improvements/Additions: