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Victory At Sea Atlantic News

Atlantic Update 0.27.1.0

We hear you loud and clear! 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.


Gameplay:

  • Structures may be built in occupied territories.
  • Added alert popups when enemy aircraft come into range of player forces and structures.
  • Adjusted the balance of dogfighting in combat autoresolve.
  • Combat air patrols will pursue enemy aircraft further in friendly radar coverage.
  • Allowed scrapping and switching payloads of flights with no planes.
  • Hedgehogs use a contact-only projectile, without a depth fuse.
  • Increased projectile sink rate and ammo capacity for Hedgehog and Squid weapons.
  • Added more aircraft detail on the battle results popup.
  • In combat, enemy fleets will not decide to retreat without first engaging.


Visuals:

  • Reworked coastal structure counters on the map.


Bug fixes:

  • Prevented escort ships that are merged into a convoy fleet from hauling cargo.
  • Ensured all enemy ship models get hidden correctly when out of visual range.
  • Fixed a bug that could prevent laboratories from demolishing.
  • Fixed a bug that could cause ship guns to be unmanned.
  • Prevented a game freeze on capturing enemy territory with an airfield.
  • Prevented a game freeze that could occur on entering combat.
  • Fixed a bug that could prevent all units on the map from moving.
  • Ensured port based flights stay in the correct squadron after loading a save.
  • Prevented a case of empty flights showing up as counters on the map.
  • Stopped UI elements appearing over the initial splash loading screen.
  • Ship stopping distances compensate for their deceleration rate.
  • Stopped flight UI overlapping ship UI when a ship's aircraft is shot down.

Victory At Sea Atlantic 0.26.5.0 Hotfix

Again apologies for the issue with the latest update that some players experienced.

If you can let us know if this fixes your issue. In all my years making games, this has been the weirdest and most frustrating bug I have seen! I would be much more comfortable if one of us could recreate it as it's not a problem with the game, more that it complains that the player is not logged into Steam, but does not show the player the Log in Window. (and this was something we didn't even work on recently!)

So we hope this hotfix does it, we are monitoring the situation and just want to thank you for your patience.

Bug fixes:


  • Prevented a Steam API issue that could prevent progression past the main menu.
  • Prevented flights from consolidating together while still under construction.
  • Flights continue constructing after loading a save.

Regarding Update 0.26.4.0

Edit -- Update on the update


We have pinned it down, for some reason it's not build specific, for some players it is complaining you are not logged into Steam, usually it will ask you to log into Steam but for some reason it's not triggering that. Annoyingly we have tried logging out of Steam and running the game and it still works for us! But we are looking a fix that avoids that complaint

We just wanted to apologise to the players who cannot play the game after Update 0.26.4.0. It is strange as it is working fine for us and many players. We are just trying to pin it down. My one theory is something has gone wrong in the transfer from the branch we were testing on to the main branch. We are on it and will have a hotfix out in the next few hours. Again I am very sorry this happened, we have played the update for days without problems so were shocked to hear that some players couldn't even get the build running.

Victory At Sea Atlantic Update 0.26.4.0

We have been listening to your ideas and opinions, (as always keep them coming) and 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.

This is only phase 2 of player feedback updates, so expect another one towards the end of next week!

Bug fixes:

  • Optimised the initial application loading.
  • The airborne flight list on the navy panel shows intercept orders correctly.
  • Fixed a bug causing the selected squadron list to hide when selecting flights on the bridge.
  • Player submersibles stay at the right depth after moving and rotating their squadron during combat setup.
  • Upgraded coastal structure power consumption stays correct after loading a save.
  • Prevented empty flight squadron counters lingering in view.
  • Result popup shows immediately after returning from a custom battle.
  • The US war declaration loads correctly from a save.
  • Demolition and repairing functions correctly on captured coastal structures.


Gameplay:

  • Reduced damage and critical hit chance penalties for non-controlled ship combat.
  • AP shells can over penetrate on lightly-armoured targets, reducing damage and preventing critical hits.
  • Increased AP shell critical hit chance.
  • AP shell armour-piercing bonus varies depending on target range.
  • Updated the ammunition capacity for all ship guns.
  • Reworked torpedo spotting chances, accounting for factors such as lighting and weather conditions.
  • Faster-moving submerged submersibles are easier to detect with sonar.
  • Improved hit-and-run and hiding behaviour for enemy submersibles in combat.
  • German submersibles do not group up in fleets.
  • Submersibles do not actively fire at enemy aircraft on the bridge.
  • Increased visibility of shell splashes on the ocean.
  • Combat air patrols use fewer of the available fighter flights, and stay grouped together on patrol.
  • Planes do not replenish automatically in flights, but landed flights with lost aircraft automatically consolidate together.
  • Fleets and flights retain attack or intercept orders if they lose sight of their target.
  • Aircraft fuel consumption in combat reduced to realistic levels.
  • Time can be accelerated to 200x on the bridge.
  • In new campaigns, Britain starts with an AMES station, and radar starts researched.
  • Boosted AMES range at all levels.
  • Improved CAP and fighter intercept behaviour on the bridge.
  • Improved flight spotting updates when at high timescales.
  • Aircraft no longer move at full throttle on the bridge.
  • Reduced the frequency of enemy air raids and airfield construction.
  • Increased the time a flight squadron needs to bomb a structure.
  • New airfields have are set to automatically launch combat aircraft by default.
  • Sonar pings are more audible in combat.


UI:

  • Single-clicking player units on the Minimap focuses the camera on them.
  • Structure upgrade button displays the upgrade cost in red if player resources are too low.


Visuals:

  • Ship and weapon model adjustments.
  • Updated the guns for Hood and York
  • Changed the tilt position for guns on the Admiral Hipper


Known Issue (Aiming to be fixed in hotfix tomorrow)
  • Planes of the same type built in Airfields are consolidated as they build, so for instance if you build two Spitfire squadrons at once, as soon as each builds a plane they combine into one squadron.

ETA for Next update

We want to thank you for your patience with the next update. Right now we are testing and refining based on feedback. We have identified areas we felt were important that players have raised. These include improvements to subs mechanics, better Ship V Ship combat, better use of planes in the campaign view, particularly around defending targets, as well as adding Radar at the start for the Allied campaign.

We were hoping to get it out today, but at this rate it will be tomorrow. Sorry for the delay but we don't want to give you a game that crashes on start!

We'll keep you posted!

James