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Dev Blog [5/28/25] - AI, Engine Upgrade, and more!

Dev Blog [5/28/25] - AI enhancement progress, Engine Upgrade, and More!

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Howdy everyone! It's been just about a month since the last dev blog, so today we will be updating you guys on the progress of a few big points that are all in the works. One of the biggest of these being the AI improvements to make the gameplay more interesting. This will be one of the main things going forward for the immediate future, and we are making good progress towards our first prototype.


[h2]AI progress update[/h2]
We're working on a new infrastructure for the AI system that'll unify our own AI logic and provide an entry point for modding extensibility. At a high level, the system consists of an API exposed to either an internal Javascript runtime or an external client combined with a runtime to support higher level AI reasoning in that runtime. While it's still pretty preliminary at this point, we're aiming to be able to provide an environment that can automatically deal with saving and loading AI logic without needing explicit support and also lets you build out UIs for that logic. We think that introducing a scripting language and API to the game will enable both better AI as well as a wide range of new possibilities for mission design and integration with external tools. This is going to be a longer term project; we're currently working on the infrastructure and intend to both implement new AI functionality on top of it as well as refactor existing logic into the new approach over time. We hope to be able to provide more detail on the API, the runtime environment, and the infrastructure we're building around it in the near future. We hope to begin internal testing in the near future, but we cannot give a estimated time for it's addition to the main game at this time. Once the infrastructure is up and running, it will still take some time to program in the various behaviors.


[h2]Unity 6 upgrade[/h2]
We have begun the process of rolling out a update ver. of the Unity game engine in hopes of gaining some improved performance, as this has been one of our biggest ongoing improvements. With how SP is built, large operations with many vessels will still strain even the strongest of CPUs. For those looking for possible immediate solutions, we recommend turning down the ocean detail quality, keeping the amount of ships in a mission lower, and reporting any other performance related abnormalities to us. With this upgrade, some new errors may occur, so please keep reporting bugs please!


[h2]Linear Campaigns[/h2]
Do you too yearn for the simpler times of playing a story? Before everything had to be open-world? We are adding, in the near future a Linear Campaign feature, to allow you to tell stories with branching path missions. This is intended to be a prototype to allow us to test functionality for the full Dynamic Campaign is a smaller and lower risk sandbox while allowing new content to come to you. Ian B Roberts, iblank, Neu, and Matt have been working together to create a first pack of missions for you, and we are sure that more are going to come soon.


[h2]Biologics![/h2]
That's right, whales are nearly here as well! This should make your submarine fights a good bit more risky now that a submerged contact might be a whale and not only a hostile submarine!

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[h2]Steam workshop showcase[/h2]
Check out this community made, recreation of a historical event! This is one SPs most popular missions on the workshop, so check it out!
https://steamcommunity.com/sharedfiles/filedetails/?id=3365959120&searchtext=


[h2]Community screenshots[/h2]
Stunning image by the well known Cent__! (MPS Discord)


(MODDED) Helicopters and the night sky just go so well together! Thanks for the awesome shot from the modding discord icem4n!


From the SP_NCMA Reddit, Hugh-J. found himself in a boat load of trouble with this one!

Patch Notes 0.1.3.0

Hey Everyone!

Here comes another update. While it's mainly a bug fix release the main noticeable change is quite a significant performance boost!

Again thank you for your patience and continuous support!

Patch Notes v0.1.3.0

Bug Fixes:
  • F-14 landing problems
  • Error in su-24 pylons
  • Aircraft did not aimed properly at moving land units
  • UB-16 rockets positions and pods back adjusted
  • Weapon rotations while in container on a rotated station
  • DM/Radar could block the detection of observed radar
  • Yak-38 range was way too low
  • Surface search radars could not be turned on by formation order if Air Search were already turned on
  • Broken maneuverability override in ToBearing for Missile
  • Null refs
  • Workaround for initial search for home base
Improvements/Additions:
  • Significant performance improvements
  • Added helicopter faster descent
  • Adjustments for tanks
  • EXPERIMENTAL: Artillery CEP reduced to accomodate close-ranged engagements
  • POLISHING: Fixes and adjustments for Yak-38 and Kiev
  • VID increase for moving land units

Patch Notes 0.1.2.4

Hey Everyone!

It's time for an update. Apart from fixes and ongoing work on PLAN addition we are currently testing updating the game engine to Unity 6 in near future, our early tests of Unity 6 experimental build indicate increased overall performance and more consistent framerates, especially in long-lasting missions, more details to be shared in near future.
Thank you for your continuous support!

Patch Notes v0.1.2.4

Aircraft/Helicopters

Bug Fixes:
  • MiG-23 AA-8 APU positions
  • Su-15, MiG-25P, MiG-25PD and MiG-25RB ground pivots
  • Mi-14 tail rotor visible after destruction
  • A number of problems related to loading of ReturnTask
  • P-2H was in "Small" size category
  • "rear aspect for helicopters" was not disabled
  • If target changed during EngageContactState, aircraft kept the old vehicle for calculations
  • Aircraft Desired Altitude was overriden by Waypoint and it interfered with attack parameters
  • Special case - unexpected transition in AircraftStates
  • P-2H radar type corrected
  • Su-24a missing pylons
  • Unparented Su-24m apu-60
Improvements/Additions:
  • MiG-21, MiG-17/Lim-6 tweaks
  • Aircraft landing assist
  • WIP on SAR: limit helicopter capacity
  • Added WIP on basic S&R "minigame" to helicopters
  • Added PTB-3000 fuel tank for Su-24
  • Loadouts adjustments: MiG-23 family, MiG-21, MiG-27, MiG-28, Su-24A/M, Ko-45
  • Added MiG-21 SPS-141 ECM pod


Vessels/Submarines

Bug Fixes:
  • Formations of vessels could not restore previous speed when MaxFormationSpeed.Value was lowered previously (e.g. by sea state)
  • Tachikaze ASROC had no reloads
  • DASH launch sequence on Minegumo and Takatsuki
  • Wrong ESM name for Tachikaze and Haruna
  • Forrestall launch point positions so E-2C does not clip through blast deflectors
  • Error in flight deck states
  • LifeRafts were insta picked up on spawn
  • Error when "Change taskforce" trigger tries to change taskforce of non-existing formation units
  • Incorrect usage time saving for Flight Deck
  • Single raft had no passengers defined
  • Aligning vessels following formation will try to maintain formation leader's speed unless their telegraph setting is higher
Improvements/Additions:
  • Battle class DD updated inis, added missing squid magazine collider
  • Collision avoidance rework
  • Returned: Standard to Ljutens and Adams early
  • Fire spread delay
  • Fire damage to hull is reduced 4 times
  • Gun ammo always comes from magazine
  • Added missing mesh colliders for Type 206 and Gal class submarines


Land Units / Installations

Bug Fixes:
  • Reykjavik traffic jam
  • Tanks could try to shoot targets through terrain
Improvements/Additions:
  • Wip on airbases
  • Ammo supply system for Ural and M939 Trucks
  • Status info to static land units


Weapons

Bug Fixes:
  • Mk34 Rounds Loaded to 5
  • Phoenix ressuply category
  • ASROC reload time was set to 30 sec
  • Chaff system on Lutjens and Adams
  • Disconnected SARH still created possible targets list
  • Possible fix for missiles going off course
  • RAF Rapier nations fix
  • Chaff system had destroyed missiles as incoming threat
  • Weapons relocation on save load
  • Damage distribution for sa-3 sam site
  • WeaponSystemCIWS not updating currentTargetPoint for land units
  • Missile defence bonus was lost during intercept calculations refactor
  • Small fixes to reduce garbage collection
  • AS-13 stats change according to actual info
  • IR anti-air missiles did not properly register that it's in anti-air mode
Improvements/Additions:
  • Redone missile splashes to use new splash_large from LargeWaterSplashes class
  • EXPERIMENTAL: Workaround for weird intercept position calculation
  • Volna-P SAM
  • Increased range for tank guns
  • All anti-surface missiles ignores height for calculations
  • New textures and model improvements for UB-16-57 series and B8M-1 rocket pods, added UB-16-57UM model
  • New textures for APK-8, APK-9 pods, models adjustments, also updated RFK recce pod
  • Tiny adjustments to 9M521 rocket model
  • Adjustments for missiles to be useful in close rear aspect combat
  • Added the following soviet pods models: AS-7 guidance pod "Delta-NG", Fantasmagoria, SPS-14 Tangazh ELINT, SPS-141 (MiG-21), SPS-141 (Su-17), KKR-M
  • Added ORO-57K rocket pod
  • AS-7 changed to VCLOS type: Requires guidance pod, only one could be shot at a time, requires aircraft to popup if possible
  • Added AS-14A and AS-14B (Kh-29L and Kh-29T)
  • AA-2A, AA-2-2; Polished Attol family. Now it contains: AA-2A (R-3S), AA-2C (R-3R), AA-2D (R-13M), AA-2-2 (R-13M1)
  • Incorporated Siren jammer pods to loadouts
  • RAA AAM turn rate adjustments to not be useless


Map / Terrain

Bug Fixes:
  • Incorrect deletion of waypoints
  • Auto flattener for terrain could produce cracks in the terrain for some edge cases
Improvements/Additions:
  • More night mode map support
  • Map night mode formation indication
  • Map night mode waypoint drawing


Misc

Bug Fixes:
  • Limit size of buttons and flag in bottom bar
  • Alter names of screenshot files to be more unique
  • Null refs
  • Add more constraint to UI Value lengths in Bottom Bar. Note this doesn't completely solve issues as we do not use a monospace font.
  • Reduce every-frame allocations by not using Actions
  • Corrected the name Tac View to Tacview
  • Tacview: now properly starts a new file with each mission instead of just adding to the same one per game session
  • Tacview: stationary ground units are now classified correctly
  • Not thread safe usage of Unity real time function for error logging
  • Sentry: PlayerPrefs.GetInt cannot be used in Threads
  • Music filters were not applied
Improvements/Additions:
  • Hotkeys info to Debug Panel
  • Updated translations
  • Fallback to English added to other languages
  • Added Canada flag
  • North Korea mast flags
  • Using max decimal places for Tacview values like long/lat and altitude
  • Enabled safety checks for burst compiled code
  • Display mission score
  • Text formatting of weapons and sensors encyclopedia windows
  • Intel supports linebreaks now
  • Some supply system control and info to Context menu

Patch Notes 0.1.2.3

Hi everyone, with this patch we fixed some TacView issues as well as the night mode colors on the map (still WIP).
But the main reason for this patch is another layer of debug tracing for us to spot more crash causes.

Bug Fixes:
  • TacView: weapons were not reporting the correct altitude
  • TacView: Destroyed units/weapons are now properly removed
Improvements/Additions:

Hot Fix and Steam Wargames Fest (-15% off SP), Patch Notes 0.1.2.2

Hot Fix and Steam Wargames Fest (-15% off SP)!

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Hello everyone! With Steam Wargames Festival in full swing for a few days, this is an excellent time to pick up Sea Power with it's saving and loading system now in the Early Access Release build! It hasn't been that long since our latest update, and we are aware of the some off the issues that have popped up with said update, which includes some save file issues, mod file compatibility, sonar buoys relocating on load, and Unity Engine issues. We will be investigating many issues this week in a effort to reduce the impact of said issues. We've already fixed a handful of issues since, and will continue to address issues this week. Happy hunting!

[h2]Changelog[/h2]
We enabled some debug markers within the code to get proper stack traces for crashes to be able to trace them down. Those are kind of special ones deep in the burst compiled code which are a bit trickier to tackle.

Bug Fixes:
  • Condition and Trigger Area visibility was not selectable, likely due to order of initialisation?
  • Fixes for ground stance, fixed wrong name on F-4 squadron
  • P2H Carrier Capable=False (was true)
  • Tachikaze description
  • Mission Editor: Incorrect save of intel updates in languages different from the current UI language
  • Null refs and crash due to missed NoSerialize annotation in managed component
Improvements/Additions: