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Sea Power News

Patch Notes 0.1.0.2

Dear all! Our second patch is there with having memory improvements and crash related fixes. There are still a lot of issues to be fixed but we're working hard on it to further improve every aspect of the game.

Saving/Loading will come with one of the next updates too!

Bug Fixes:

  • Moskva class CVGH had Titan sonar instead Orion
  • P-3C Orion now has AN/APS-115 Radar
  • Typo in Dong Hoi Briefing
  • SS-N-14 missile causing duplicate torpedos
  • T-55 gun swapped for proper D-10
  • Map fullscreen state machine
  • Logger should work faster now, also fixed System.IO.IOException
  • Description error: 403 is OPLAP, not ODLAP
  • Hyperlinks in tutorials
  • Typo in Tu-154 Description
  • Pause music when playing video tutorial
  • Memory leak in map texture creation (thank you BroodjeKipcorn!)
  • IRINA SH-3D description
  • Weapon status was not changed by Winchester
  • Aircraft went to weird behaviour when RTB to broken FlightDeck
  • Block Request ID if own unit is not selected
  • Mission Editor: Formation Type was not read from mission file correctly
  • Mission Editor: Aircrafts not teleported to 85k feet in Circle formation
  • Wingmen of Circle Formation were loaded with twice the height of a leader
  • There was a typo in a string here that might have been causing the "NOESIS: BBCode tag '%s' color property value '%s' is not a valid color string" spam
  • Add a way to pass through Key in getText as the standard error format breaks BBCode formatting.
  • Ivan Franko class are in Liners category now
  • Height calculation job could be done for destroyed units
  • Null ref in ObjectsManager when LOD object is missing
  • Lots of null refs
  • Race condition in terrain chunk
  • Texture leak in ocean
  • Texture leak in terrain system


Improvements:

  • Russian, German and Chinese translation
  • Tweaked a crutch in guns aiming
  • Rebalanced time compression limits for gun and CIWS
  • Bring initial UnitMetadata Loading under the control of the loadscreen (should reduce blank screen time on startup)
  • Added backward compartibility case when singular Condition if is specified for ConditionsCompleted property without <> brackets
  • Rollout of virtual ini files to all language files (i.e. systemgroups and ammunition_names were missing)
  • Il-62 damage models
  • Added many missing lods on aircraft
  • QOL: Unit Ref in toolbar in Mission Editor
  • QOL: Quick Access to Weapon Info from Bottom Bar
  • Auto rebasing of air units

Patch Notes 0.1.0.1

Thank you for your feedback! This first patch brings some first fixes and improvements.

Bug Fixes:

  • Null ref exceptions
  • Trigger Condition area side visibility
  • Change keybinds to use Enums everywhere rather than strings
  • Disable Play Button for things that arent actually playable in missions and tutorials
  • Parsing differences between aircraft and vessels with respect to type
  • Belknap Stbd Prop rotation direction
  • Possible fix for SS-N-14 duplicating torpedoes
  • MusicManager should now actually use all tracks. Further Work: Make it dynamic based on conditions
  • Formation orientation problem in DongHoi
  • Another fix of formation rotation on spawn
  • Attempt to reduce sensitivity of FormationManager
  • Area Label fix: default value should be "Both" not empty string
  • Fix for graphics bugs on ships
  • Added missing decals for Ivan Franko and Kazbek
  • Some of the default controls


Improvements:

  • Russian, German and Chinese translation
  • Updated English and German manuals
  • Enabled run in background and enforce it in usersettings
  • Disabled version watermark
  • Increase fineness in UI Scale
  • CeaseFire changes WeaponsFree to WeaponsTight
  • Add ticks to volume in Options
  • Shrink Map Toolbar a little


Sea Power | Out now!

Hello Everyone, on this exciting (and action packed) day!

Sea Power: Naval Combat in the Missile Age is now available worldwide on Steam! Thank you to everyone for your support, we can’t wait to see what you make in the Mission Editor and we can’t wait to take you on the journey to full release with us!



Please join us on MicroProse’s Discord if you’d like, we chat in a more regular manner there than we do on Steam and there are a few more sneak peaks of what is coming up as it’s a surprising amount of effort to put these posts together.

To celebrate the launch JP has put together this trailer for us, it really sends shivers up my spine and hopefully it helps you get inspired!

[previewyoutube][/previewyoutube]

Fair Winds and Following Seas from all of here at Triassic and MicroProse. We hope you enjoy what we have been working on since 2018!

Sea Power | Upcoming launch tomorrow

Hello Again Everyone, all 27,234 of you who have followed the game, only 19 places outside of the top 100 wishlists, can we make it? Fingers crossed that the Steam algorithm is benevolent and gives us a front page slot tomorrow!

Sea Power: Naval Combat in the Missile Age is scheduled to release into early access at 1000 UTC on the 12th November 2024, also available as an additional purchase on the first day will be the soundtrack. This has been lovingly put together by Aleksi Aubry-Carlson and Jonathan Figoli, sales of the soundtrack go direct to them, please show your support if you can!

As a thankyou from us, for your support the first two weeks after EA launch will have a 10% discount applied to the price (which will use Steam’s regional pricing feature). Please do remember that this is an Early Access game, it will not be perfect, it will break, but it will improve! We hope that you love exploring that along with us.

During Early Access we expect to release a regular weekly or bi-weekly update to the stable branch that you will have access to. Where we find more terminal bugs we will push updates more rapidly. You will find new bug reporting areas on Steam and Discord, please help us out by using them if you find something wrong!

As for what we have been up to in the last couple of weeks … some things are not so obvious, like Mission Editor now supports localisation for whatever you might create without having to hand edit INI files (phew!). We have also added some really important background tooling, what we are calling “virtual” INI files that allow us to create single databases of truth from multiple locations on disk controlled through a load order (see where this is going?).

There is a really good chance that Save/Load functionality will be going in properly in the next few days (well done Victor! You are smashing it!) so that should be available either on release or very shortly after. Saves in the default folder will be synced to Steam Cloud so you can keep track of them across multiple devices. On the subject of Steam Cloud we have also included a “user” folder in the file system that will also be synced. This is so that you can share your own creations across multiple sessions and devices.

Localisation has been a massive piece of work too, we have been going through the game stripping out anything hardcoded that we find is still in there and redirecting it to the Language files in the system. Hopefully we haven’t missed any!



On the visual side tweaks and new additions continue, last week this Haze was only a model, now it is an ASW Hunter in game, adding to the threats the Soviets can provide!

New things continue too, Nils and I spent a nice couple of hours (it’s always at midnight for some reason!) looking at models and pictures of classic cruise ships. This is the Ivan Franko-class liner, a handsome ship I am sure you will agree!



Five of these ships were built by the Soviets and if you are a SCUBA diver and take a visit to New Zealand you can visit the 5th ship, the Mikhail Lermontov where she lies on the bottom in 38m of water after a baffling accident, check out this fascinating article. I might have to pay a visit after I finish my advanced decompression diving course.



Mek has reverted to type (sorry Mek you know it is true) and started making armed speedboats again, this one is pretty special, it’s the Polish design Project 664 "Wisla". It has a top speed of nearly 50 knots because it's a CODAG (Combined Diesel and Gas Turbine). I always love to include these images of the ships being worked on as it lets you see the process that our artists go through.



Also, some new ground assets by Mek, like MIM-23 Hawk, T-55 and ZSU-57-2 made their way into build. I hope that keeps your appetite whetted, see you all tomorrow when you have your hands on the game. Please try not to kill our bug reporting server!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)

Sea Power | Early Access Roadmap

Hello Again Everyone! It has been a busy few weeks for us at Triassic as we get closer and closer to the Early Access launch date of Sea Power: Naval Combat in the Missile Age. We hope that you have been enjoying the content that has been produced to date and that it is inspiring you to think about missions to create!

The great news on that is that Steam Workshop is integrated into the game already, and mission sharing will be possible on day one. With a little bit of creativity and some simple (ish) INI file edits you should be creating your own mission packs and linear story missions in no time!

With just two weeks left to go we thought that we should begin to introduce you to our roadmap. Here it is in all its glory:



As you can see we have a couple of biggies on our list for the near future! Save/Load is very much nearing final development and should be coming to you shortly after release. We are making sure that this is integrated into Steam’s Cloud Save system. Steam Workshop integration will be rolled out to kit-bash models too, with full model import coming later (this is more significant work on the loading side internally).

We will be continually refining and enhancing the AI, as requested in a few of the various online videos covering the game. Our plan is to update this as we go, especially to reduce the micro-management of aircraft that a number of people have commented on.

The big piece that a lot of you are wondering about is the dynamic campaign of course! We are implementing a flexible dynamic system, which will allow campaigns at almost any scale anywhere in the world. We are looking really heavily towards the way that the old MicroProse Classic, Falcon 4.0’s campaign worked for inspiration here.

As for more units, our art team continue to work their magic! These two units have gone into the development build in the last few weeks.



And this one is coming soon!



We look forward to seeing you playing our labour of love soon! See you in two weeks!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)