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Victory At Sea Atlantic News

0.24.10.2 Hotfix Notes

Bug fixes:

The screen resolution selector shows the correct list of valid resolutions.
All non-controllable player-faction fleets keep AI control after loading a single-fleet mode save.

Take Command in Atlantic's Single Fleet Campaign, plus translations!

We are excited to announce a major update for Victory At Sea Atlantic, introducing something that has been mentioned by players since we launched into Early Access, a Single Fleet campaign!

Don't want to take charge of the whole Atlantic Theatre? Then command a Single Fleet.

With the single fleet campaign we wanted to make something that honoured the original Victory At Sea game. We hope you like it!

Plus we have now translated the game so you can now play in German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese. As this is our first round of translations, please let us know if we have done anything wrong, with so much to translate, we may have mistranslated a line or skipped something accidentally.


Gameplay:

  • Added the single-fleet campaign mode.
  • Added German, Spanish, French, Italian, Japanese, Portuguese, Russian, and Chinese localisation.
  • Rebalanced the strength and accuracy of AA weapons.
  • Increased gun accuracy at medium ranges, and reduced light/weather accuracy penalties for manually-targeted guns.
  • Combats do not automatically end while live torpedoes are still in the water.
  • Adjusted the torpedo tube counts of some submarine classes for historical accuracy.
  • Adjusted the minimap zoom controls.
  • Added a reframe button to centre the minimap between a focused enemy and the selected player unit.
  • The selected ship's fired shells display on the minimap.
  • Improved AI hunting behaviour when hostile ships and subs are not spotted in combat.
  • Improved torpedo collision detection.
  • Increased AI ships' torpedo avoidance.
  • Flights within engagement range are included in combats.
  • Reduced the chance of bomb payloads missing entirely in autoresolved air raids.
  • AI fleets will keep capital ships escorted with ASW-capable ships.
  • Clarified the autoresolve chance tooltip.
  • Squadron members are not repositioned on splitting/merging squadrons in battle setup mode.
  • The camera is centred directly on the target in combat.
  • Static submersibles automatically start moving if manually steered.
  • Depth charges can hit with reduced damage outside their main blast radius.
  • Increased sonar detection chances on ships with engines off or in close proximity to an enemy submersible.
  • Enemy submersibles start combat surfaced if they're already at critically-low oxygen or battery charge.


Bug fixes:

  • Fixed a but where the minimap could show the wrong orientation in aircraft combats.
  • The amphibious assault muster point UI displays correctly again.
  • Fixed a bug where the fleet orders radial menu wouldn't show attack options for certain cruiser classes.
  • Fixed camera rotation sometimes panning the minimap, or vice versa.
  • Stopped the game entering a broken state on hitting escape during the cutscene at the end of combat.
  • The Hunt-class turrets' description shows the correct number of guns.


Other:

  • General visual engine improvements.
  • Added a day/night cycle and music on the campaign map.
  • Added and updated some tutorial videos.
  • Moved the ship scrapping UI to the shipyard panel.


We greatly value your feedback and involvement. Share your experiences and suggestions to help make Victory At Sea Atlantic even better. Join the conversation on our Steam Community Page!
Prepare to embark on this new strategic Single Player journey! We can't wait for you to experience the thrilling new challenges of the Single Fleet Campaign.


Next Update News

Hi everyone,
Just a quick update on the next update! We have a couple of big things coming out in the next update, one being translations, and the other something we will confirm closer to the time.

It's taken a little longer than we'd hoped but rest assured another update is coming and I will be giving you exact times of launch closer to the date, right now we can't commit to a time until we have ironed out everything we need to.

I'll stop repeatedly saying update now, many thanks for your patience and support

James

Atlantic Update 0.33.1.0

Thank you as always for the positive and constructive feedback!

Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.

We have been focusing on player feedback, mainly around in combat AI and making more of a game of the cat and mouse side of Atlantic.


Gameplay:

  • Submersibles start closer to the enemy, and their position is not initially known until spotted.
  • Fleets begin combat at the angle they were moving in.
  • Improved enemy submersible behaviour in combat.
  • Added a penalty to spotting submerged submersibles at long sonar ranges.
  • Increased the damage of all torpedoes.
  • Increased anti-air weapon damage.
  • Cruiser and battleship spotter loadout cannot be switched to bombers or ASW bombers.
  • Reduced the accuracy of aircraft bombs in autoresolved battles.
  • Non-combat ships are more vulnerable to torpedoes.
  • AI-built convoys include more escort ships.
  • Improved column formation behaviour.
  • Reduced accuracy of guns at long to extreme ranges.
  • Time does not reset on enemy detection after the first member of a squadron is detected.
  • Player airfields start with 2 fighter flights.
  • Reduced build and upgrade times for some structures.
  • Retreat and autoresolve tooltips show explicit chances.


Bug fixes:

  • Fixed a bug where flights could enter an unselectable state.
  • Fixed a bug where planes could be in multiple flights at once
  • Fixed a bug where aircraft could start flying sideways.
  • Prevented fighters from firing fixed machine guns at odd angles.
  • The player can order attacks on PA-class patrol boat fleets.
  • Floating seaplane flights take off again after their battle completes.
  • Stopped spotter flights ending up a great distance away post-combat.
  • Torpedo damage stats are displayed correctly for all ships.
  • Oil tanker explosions do not count as friendly fire, and do not affect submerged subs.
  • The Hawker Typhoon UI sprites display correctly.
  • Submerged subs will follow chained move orders in combat.
  • Stopped some UI elements lingering on screen after returning to the menu.



Other:

  • Improved oil tanker damage effects.

Axis Powers Take Command in Victory At Sea Atlantic's New Campaign!

We are excited to announce a major update for Victory At Sea Atlantic, introducing the highly anticipated Axis Campaign! You can now take on the role of the Axis powers and work to halt the critical resource convoys heading towards Great Britain.



Gameplay:

  • Added the Algérie-class cruiser, Gearing-class destroyer, Typ VII-B Submarine, Typ XIV Milchkuh (support unit), River-class frigate, and Altmark-class oil tanker and early Flower-class in all UK convoys.
  • Added the Hawker Typhoon fighter, the Junkers Ju 188 bomber, and the Messerschmitt Me 262 jet fighter.
  • New campaign objectives now require transported resources instead of manufactured resources.
  • New campaigns lock amphibious assaults and building assault fleets until certain objectives are met.
  • Updated the objectives panel, with progress indicators and locked objectives shown.
  • Improved enemy scouting and convoy-hunting behaviour, and increased German priorities for building u-boats.
  • Improved enemy structure building behaviour and research priorities.
  • Starting convoys now include troop ships.
  • Adjusted the initial structure setup for North America and Axis territories.
  • Increased spotting range vs structures on the bridge.
  • Removed delay between alert popups.
  • Increased research times for historically later technologies.
  • Added separate lock toggles on airfields for automatic fighter, bomber, and spotter launches.
  • Airborne aircraft flights are rebased (or removed, if no space is available) after demolishing their airfield.
  • Added passive sonar to frigates, and they can no longer be ambushed by submersibles.
  • Adjusted torpedo launching behaviour for submarine AI.
  • Ship squadrons more in faster and looser formations whilst turning.
  • The lead ship of a selected squadron is highlighted as such on the minimap.


Bug fixes:

  • Gave the L, O, S, and U-class destroyers functioning AA weapons.
  • The Heinkel He 177 Greif model now loads correctly in combat.
  • The Cimarron-class oil tanker is available to the Allies in the campaign.
  • Docked fleet markers will not double up when a new multi-ship fleet is completed.
  • Under-construction fleets can be merged with docked fleets in the shipyard panel.
  • Ship and aircraft build counts are reset upon closing the window.
  • Ensured inital convoys don't include non-researched ship classes.


Other:

  • Updated the appearance of the campaign map.
  • Various performance optimisations.


[previewyoutube][/previewyoutube]

Join the Community:
We greatly value your feedback and involvement. Share your experiences and suggestions to help make Victory At Sea Atlantic even better. Join the conversation on our Steam Community Page!
Prepare to embark on this new strategic journey and lead the Axis forces to victory! We can't wait for you to experience the thrilling new challenges of the Axis Campaign.