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Victory At Sea Atlantic News

Atlantic 1.0.7.8 Hotfix Notes

[p]Bug fixes:[/p][p] Prevented a crash caused by DirectX 12 incompatibility on some hardware.[/p]

⚓ Victory At Sea Atlantic – Update Now Live on the Main Branch!

[p]The build we launched on the firstlook branch last week is now live on the main branch, so everyone can jump in and try it out![/p][p]If you’re on the firstlook branch, you can switch back by right-clicking Victory At Sea Atlantic in your Steam Library and selecting Properties. Then, under Betas, set Beta participation to “None.”[/p][p]As always, keep the feedback and ideas coming![/p][hr][/hr][h2]⚙️ Bug Fixes[/h2]
  • [p]Fixed AA weapon targeting against carrier-launched planes.[/p]
  • [p]Fixed a bug preventing troops replenishing in control zones.[/p]
  • [p]The player's submersibles can now change their depth in an autoresolved battle, where appropriate.[/p]
  • [p]Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.[/p]
  • [p]Fixed some incorrect ship positioning when loading into combat.[/p]
  • [p]Prevented a case of structures being built on top of other structures.[/p]
  • [p]Clicking a port marker doesn't count as clicking the structure behind.[/p]
  • [p]Ensured player spotter aircraft obey the range limit.[/p]
  • [p]The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.[/p]
  • [p]Prevented a case of two tutorials becoming simultaneously active.[/p]
  • [p]Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.[/p]
  • [p]Fixed a bug that could cause extra ships to be loaded into combat.[/p]
  • [p]Fixed a bug that could prevent aircraft being added to combat.[/p]
  • [p]Fixed a bug that could stop combats from starting while unrelated fleets are in combat.[/p]
  • [p]The message shown when a faction changes sides displays correctly.[/p]
  • [p]Iceberg sea foam displays correctly.[/p]
  • [p]The Gloucester-class cruiser may be commissioned in Allied shipyards.[/p]
  • [p]Ship weapons will not automatically switch their payload from starshells while selected.[/p]
  • [p]Prevented multiple alerts getting queued for the same aircraft combat.[/p]
  • [p]Stopped a case of campaign alert messages showing up at the start of combat.[/p]
  • [p]Fixed a bug that could cause the camera to end up off the campaign map.[/p]
  • [p]Make sure all docked fleets in a port are shown on the shipyard UI.[/p]
  • [p]Stopped the airfield UI overlapping with the selected flight UI.[/p]
  • [p]Fixed a case of Axis and Allies labels getting swapped over.[/p]
  • [p]Added the Elco-class research project's missing title.[/p]
  • [p]The TBM-3 Avenger's sprite shows up correctly.[/p]
[hr][/hr][h2]⚓ Gameplay Improvements[/h2]
  • [p]Fleets are no longer hidden or repositioned after an air raid.[/p]
  • [p]Nearby fleets are not excluded from combat in an air raid.[/p]
  • [p]Bomber flights may be ordered to defend other aircraft flights.[/p]
  • [p]Player-ordered bombers no longer automatically turn back and land after a fighter intercept.[/p]
  • [p]Player-ordered fighters do turn back and land after an intercept.[/p]
  • [p]Increased the spotting range on the campaign map, more so for planes.[/p]
  • [p]Increased the overall spotting range of spotter aircraft.[/p]
  • [p]Planes begin slightly further from enemy ships in combat.[/p]
  • [p]Reduced the supply cost of civilian ships.[/p]
  • [p]Separated the airfield ASW bomber lock from the general bomber lock.[/p]
  • [p]Reduced civilian ships' spotting range and spot chance against submersibles at night.[/p]
  • [p]Further reduced civilian ships' gun accuracy and reload speed.[/p]
  • [p]AI will create more supply convoys, but in greater numbers.[/p]
  • [p]Supply convoys use zig-zag manoeuvres on the campaign map level.[/p]
  • [p]Improved enemy ship AI when retreating.[/p]
  • [p]Torpedo boats can no longer sink warships.[/p]
  • [p]Slowed the deceleration of all ships.[/p]
  • [p]Improved seaplane landing behaviour.[/p]
  • [p]Improved enemy seaplane UI when its home ship is not in combat.[/p]
  • [p]Slightly increased the gun inaccuracy of uncontrolled player ships.[/p]
  • [p]Reduced the damage reduction on uncontrolled player ships.[/p]
  • [p]Enemy ships are less likely to stop using their guns due to crew casualties.[/p]
  • [p]Improved the AI of divebomber squadrons.[/p]
  • [p]Improved the AI of torpedo bombers, and reduced their torpedo drop distance.[/p]
  • [p]Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.[/p]
[hr][/hr][h2]🖥️ UI Improvements[/h2]
  • [p]Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.[/p]
  • [p]Alert popups do not automatically cycle to the next alert when clicking "view on map".[/p]
  • [p]Added a visible spotter range limit circle for ships.[/p]
  • [p]Ensured a fleet's total troop count label updates while the fleet is selected.[/p]
[hr][/hr][p][/p]

⚓ Victory At Sea Atlantic - Update Firstlook Branch Now Available!

[p]Commanders,[/p][p]We’ve been hard at work preparing the next update for Victory At Sea Atlantic, featuring a wide range of bug fixes, gameplay tweaks, and UI improvements.[/p][p]Before pushing it live to everyone, we’re releasing it today on a Beta Branch called [c]firstlook[/c] — so you can try it early and help us make sure everything runs smoothly before the main release next week.[/p][h3]🧭 How to Access the Firstlook Branch[/h3][p]If you’d like to preview the update early:[/p]
  1. [p]Right-click Victory At Sea Atlantic in your Steam Library.[/p]
  2. [p]Select Properties.[/p]
  3. [p]Go to the Betas tab.[/p]
  4. [p]Open the dropdown menu and select firstlook.[/p]
[p]If you prefer to wait, we’re aiming to push the update to the main branch early next week.[/p][hr][/hr][h2]⚙️ Bug Fixes[/h2]
  • [p]Fixed AA weapon targeting against carrier-launched planes.[/p]
  • [p]Fixed a bug preventing troops replenishing in control zones.[/p]
  • [p]The player's submersibles can now change their depth in an autoresolved battle, where appropriate.[/p]
  • [p]Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.[/p]
  • [p]Fixed some incorrect ship positioning when loading into combat.[/p]
  • [p]Prevented a case of structures being built on top of other structures.[/p]
  • [p]Clicking a port marker doesn't count as clicking the structure behind.[/p]
  • [p]Ensured player spotter aircraft obey the range limit.[/p]
  • [p]The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.[/p]
  • [p]Prevented a case of two tutorials becoming simultaneously active.[/p]
  • [p]Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.[/p]
  • [p]Fixed a bug that could cause extra ships to be loaded into combat.[/p]
  • [p]Fixed a bug that could prevent aircraft being added to combat.[/p]
  • [p]Fixed a bug that could stop combats from starting while unrelated fleets are in combat.[/p]
  • [p]The message shown when a faction changes sides displays correctly.[/p]
  • [p]Iceberg sea foam displays correctly.[/p]
  • [p]The Gloucester-class cruiser may be commissioned in Allied shipyards.[/p]
  • [p]Ship weapons will not automatically switch their payload from starshells while selected.[/p]
  • [p]Prevented multiple alerts getting queued for the same aircraft combat.[/p]
  • [p]Stopped a case of campaign alert messages showing up at the start of combat.[/p]
  • [p]Fixed a bug that could cause the camera to end up off the campaign map.[/p]
  • [p]Make sure all docked fleets in a port are shown on the shipyard UI.[/p]
  • [p]Stopped the airfield UI overlapping with the selected flight UI.[/p]
  • [p]Fixed a case of Axis and Allies labels getting swapped over.[/p]
  • [p]Added the Elco-class research project's missing title.[/p]
  • [p]The TBM-3 Avenger's sprite shows up correctly.[/p]
[hr][/hr][h2]⚓ Gameplay Improvements[/h2]
  • [p]Fleets are no longer hidden or repositioned after an air raid.[/p]
  • [p]Nearby fleets are not excluded from combat in an air raid.[/p]
  • [p]Bomber flights may be ordered to defend other aircraft flights.[/p]
  • [p]Player-ordered bombers no longer automatically turn back and land after a fighter intercept.[/p]
  • [p]Player-ordered fighters do turn back and land after an intercept.[/p]
  • [p]Increased the spotting range on the campaign map, more so for planes.[/p]
  • [p]Increased the overall spotting range of spotter aircraft.[/p]
  • [p]Planes begin slightly further from enemy ships in combat.[/p]
  • [p]Reduced the supply cost of civilian ships.[/p]
  • [p]Separated the airfield ASW bomber lock from the general bomber lock.[/p]
  • [p]Reduced civilian ships' spotting range and spot chance against submersibles at night.[/p]
  • [p]Further reduced civilian ships' gun accuracy and reload speed.[/p]
  • [p]AI will create more supply convoys, but in greater numbers.[/p]
  • [p]Supply convoys use zig-zag manoeuvres on the campaign map level.[/p]
  • [p]Improved enemy ship AI when retreating.[/p]
  • [p]Torpedo boats can no longer sink warships.[/p]
  • [p]Slowed the deceleration of all ships.[/p]
  • [p]Improved seaplane landing behaviour.[/p]
  • [p]Improved enemy seaplane UI when its home ship is not in combat.[/p]
  • [p]Slightly increased the gun inaccuracy of uncontrolled player ships.[/p]
  • [p]Reduced the damage reduction on uncontrolled player ships.[/p]
  • [p]Enemy ships are less likely to stop using their guns due to crew casualties.[/p]
  • [p]Improved the AI of divebomber squadrons.[/p]
  • [p]Improved the AI of torpedo bombers, and reduced their torpedo drop distance.[/p]
  • [p]Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.[/p]
[hr][/hr][h2]🖥️ UI Improvements[/h2]
  • [p]Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.[/p]
  • [p]Alert popups do not automatically cycle to the next alert when clicking "view on map".[/p]
  • [p]Added a visible spotter range limit circle for ships.[/p]
  • [p]Ensured a fleet's total troop count label updates while the fleet is selected.[/p]
[hr][/hr][p]That’s all for now, commanders!
Thank you for your continued feedback and support — as always, your reports and suggestions help us keep improving Victory At Sea Atlantic.[/p][p]Fair seas,
The Evil Twin Artworks Team[/p]

Victory At Sea Atlantic Hotfix Update 1.0.6.8

[p]We’ve just released a small hotfix addressing carrier AI performance and a gameplay tweak:[/p][p]Bug Fixes[/p]
  • [p]Fixed performance issues caused by carrier AI.[/p]
  • [p]Prevented carrier AI from indefinitely queueing aircraft without launching them.[/p]
[p]Gameplay[/p]
  • [p]Disabled the aircraft bomb order button in combat view if there are only aircraft targets available.[/p]
[p]Thank you for your continued feedback — it helps us track down issues quickly and improve the game![/p]

Update Released! Bug Fixes, AI Tweaks & Modding Options

[p]Hello Commanders,[/p][p]We’ve just deployed a new update with important fixes, smarter AI, and more flexibility for modders. Thank you as always for your continued support and feedback — here’s what’s new:[/p][hr][/hr][h3]Bug Fixes[/h3]
  • [p]Fixed a bug that could cause the game to get stuck in the paused state on combat autoresolve.[/p]
  • [p]Amphibious assaults now start correctly in single-fleet mode when clicking the port directly.[/p]
  • [p]Removed an incorrect warning tooltip when selecting torpedoes.[/p]
  • [p]Prevented deep torpedoes from showing a wake on the surface.[/p]
  • [p]Ensured images display correctly on a couple of German aircraft.[/p]
  • [p]Fixed a bug that could cause the main menu scene to display incorrectly.[/p]
  • [p]Fixed a bug where it would change focus from the current ship under your control in a squadron. [/p]
[hr][/hr][h3]Gameplay[/h3]
  • [p]Adjusted submersible attack AI.[/p]
[hr][/hr][h3]Mods[/h3]
  • [p]Added a column to ship weapon definitions for the one-shot parameter.[/p]
  • [p]Coastal structures position definitions may now overlap.[/p]
[hr][/hr][p]Your feedback is invaluable as we keep refining and expanding the game. Let us know what you think on the Community Hub — and stay tuned for more updates![/p]