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Sea Power News

First Survey: Results!

So after over SIX THOUSAND and more responses, the first thing I want to say on behalf of Triassic Games is thank you for the many responses you all have made! I'm going to take a moment here to talk on a few of the points that were brought up from the survey results.

[h3]Avg. user experience rating[/h3]

An avg of 7.6/10 is quite that rating, and we are very grateful to receive so much praise in the many responses everyone left behind.

[h3]Areas of Gameplay to be improved[/h3]

So this area has a few points I would like to give some insight on..

    AI improvements (26.4%)
    • The Triassic Games team will be focusing on this point going into Dec., so that we can provide a more enjoyable combat experience and mission making potential. We've already started on this by working on aircraft to get those carriers operating, with more to follow improvements to follow in due time!
    Improved Controls (23.6%)
    • Yes, we hear you! We will be looking into improving some controls going forward to help make the game more playable and accessible. We still have some ideas to discuss internally, but as of right now we are looking into the following:
    • Improved awareness of unit actions (vessels will be getting their status bar updated to show relevant unit action, which we've also tackled the first iterations off, pending localizations for some.)
    • Discuss topics internally about aircraft controls for users to help reduce micromanagement, weapon toggles for open/free fire defense states, and more.
    More units of all types (14.2%)
    • As of right now, we have plans to add more units of all types, and we are looking at adding units of all types (Land, Air, Sea) on a regular basis. We will be starting in 2025 with this plan, as we are currently focused on addressing bugs.
    And finally, Saving Loading systems
    • We will be moving into a testing phase soon, which the beta team will be helping us test out in the coming weeks. We still want to work on it further to make sure it's stable enough for public use before rolling it out, as we don't want those hour long missions to get messed up because of such an important feature!

[h3]Other News..[/h3]

Dec->2025

Once Christmas arrives, the team at Triassic is in desperate need of a big break. After over 4 years of continuous work, the team will be taking the two weeks from Christmas to New Years off (Dec. 23-Jan.3) (Doesn't mean we won't be around, but we will not update the game during this time frame unless it's a hotfix for a urgent issue).

Also we love everyone's memes we've been seeing around and we wish you luck in your operations!

VAMPIRE!VAMPIRE!VAMPIRE!

Patch Notes 0.1.0.5

Hello everyone! Another patch is out. Beside the usual fixes it also should bring some life to the carrier AI. Even though this is still work in progress it should make it more useful. Also this patch adds some value to the status field in the bottom bar for vessels.

Bug Fixes:

  • Added missing Chinese translations for Under Cover Of The Rain mission
  • Typo in description for knm_msc_saud minesweeper (thanks @joemama619)
  • SARH missiles lost connection to guiding radar when target was at less than 2nm at moment of launch, had some hardcoded debug value left in
  • Corrected Baltim mission: changed year to 1973, assigned Egypt nation, egyptian PTGs were soviet ones
  • Latakia: unit nations are uppercase now and actually applied
  • Added proper Osa variants to Baltim and Latakia missions
  • Kirov transparent girders holes caps, possible fix for P6 "teared" flag mesh
  • Disable carrier AI for damaged flightdeck
  • Cables not rendering underwater
  • SARH was not accounting for FCR horizons in AI weapon selection
  • Airstrike target distribution included destroyed units
  • Another possible fix for aircraft going into space on RTB/landing
  • T43 missing bonk collider
  • Null refs
  • AI Vessels were not launching ASW patrol helicopters
  • P-3C squadrons had missing name references
  • Typo in FD/RTB state
  • Encyclopedia should accept modded weapons
  • Relative file paths for mods should work properly now
  • All objects are hard limited to not go over 100k feet
  • Landing aircraft and helos are hard limited to not go below 0 ft
  • Fixes to handle problematic states in flight deck
  • Airfields are also limited to x30 TC when performing AirOps
  • Description in Charlies mission
  • Aircraft can derailed between last approach waypoint and touchdown point


Improvements/Additions:

  • Russian, German and Chinese translations
  • Updated quality settings - changed shadow settings to be better
  • Voiceovers
  • Upgraded HelicopterStates to cleanup bottom bar status
  • AI carriers (except Tarawa) and airfields are now can do very basic air strikes with bombs
  • Osa I class variants for Egypt and Syria
  • Basic vessel status info to bottom bar
  • Added Algeria and Bulgaria as nations, added Bulgarian, Romanian flags (for ships and UI)
  • Algerian Nanuchkas and Osa IIs
  • Engage status in bottom bar tooltip
  • Ability to block flightDeck AI from mission.ini
  • Experimental: FFAR require vertical alignment
  • Button to show/hide colliders for modding help

Patch Notes 0.1.0.4

Hello everyone and a happy (belated) start into the new week! A new patch is out and we're currently sorting bugs/feedback to prioritize things next!

Bug Fixes:

  • Lots of underwater rendering issues
  • Wrong squadron on Ranger
  • Animation error on Slava
  • Lods were misnamed, A-7E, Yak-38
  • Missing flagpole on Sturgeon SSN
  • Lots of null refs
  • Mast spray foam position was applied incorrectly in code
  • Mast spray positions was incorrect for several submarines
  • Rada mast could influence submarine speed
  • Turya bow polygon fix
  • Restore loading system names into Language Data
  • Standard stuck on ascend while attacking surface targets
  • Weapons could insta-level on altitude at certain conditions
  • Self destruct timer always reset
  • Some missiles missing required TerminalDiveDistance
  • Mi-14 main rotor rotating in the wrong direction
  • AH-1 J T rotors offset/wobbling fix, max swashplate angle adjusted to prevent clipping into fuselage mesh on tilting
  • H700 had wrong pilot model
  • ARM could not attack land units
  • SA-2 site still not ideal but at least it is killable now
  • Seasprite tail rotor clipping trough Knox hangar doors
  • Underwater vegetation had wrong bounding boxes which led to flickering depending on camera angle
  • Some controls like slow free cam move did not work anymore
  • Added missing Cuban flag for 3d
  • Credits should now work after mission exit
  • Aircraft formation change handling while RTB
  • SARH missiles self destructed at the start of terminal
  • EA-6B missing proper fueltanks
  • SA-6 added missing launch effect for 3m9m4 missile
  • P6, Turya, Shershen variants flags fixes, added missing P6 variant50 entry
  • Osa 1 DDR flag fix
  • Type 205 Danish flags fix for Danish boats


Improvements/Additions:

  • Russian, Chinese and German translation
  • Anti-air SARH and RC-only missiles are self destructed when connection is lost
  • Shootdown effects for C340, H700
  • Smoothed out APK-8 pod model
  • Changed name of Air Koryo to correct Korean lettering
  • Adjusted variants files for Okean, Okean Mod, Zhuk ME, Tarantul RE
  • Small ship hits fx tweaks
  • Foxtrot and Kilo variants adjustments

First Survey !

Sea Powers first week!

Hello captains! Here is an update from the team covering some of our thoughts about our first week of early access.

[h2]Bugs, bugs, and worst of all.. CRASHES![/h2]
Yes, the dreaded crashes and many, many bugs. We've made good strides in tackling some of those pesky bugs that have been getting in the way like..
  • Space climbing tomcats
  • Null references
  • Memory leaks

The good new is, Triassic Games has been tackling these many issues and more behind the scenes, so expect updates soon!


[h2]Community Feedback[/h2]
WOW! The sheer volume of positive feedback, screenshots, reviews, and videos you all have been putting out is shocking. We are humbled you all think so highly of SP, and we have been watching as much as the feedback as we can, but there is so much, which brings us to the next point...


[h2]Public Survey #1![/h2]
Today also marks our first public survey! https://forms.gle/4Rijdz2SSDu4hTef8
Using this link above, please let us know your thoughts, as the sheer volume of feedback from our emails, Steam forums, and Discord are pretty hard for a small team to keep track of. This form will help us greatly with your input!


[h2]Modding Community[/h2]
I would also like to use this chance to show support for those in our modding community. If your interested in this topic, please check them out!
https://discord.gg/vc8uAVH6Sh

We are looking forward to seeing the results of the survey, and good luck on the high seas!