1. Victory At Sea Atlantic
  2. News

Victory At Sea Atlantic News

Atlantic 0.25.0.0 update

We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update is here.

We have been working into mechanics for ships as well as planes. Outside of things like not having the subs surface and run out of air so quickly, the player now can set Combat Air Patrols on airfields as well carriers.

When a ship or airfield with a spotter is selected, there is now a slider at the bottom of the screen that allows players to set a search area perimeter. So you can stop spotters venturing too far away and out of your control.

that is not all see below for other fixes and tweaks.

This is only phase 1 of player feedback updates, so expect another one early next week!

Bug fixes:

  • Enemy coastal structures remain attackable after they upgrade.
  • Stopped the submersible operations tutorial triggering too early.
  • Prevented a case of a fleet jumping to the wrong location.
  • Fixed a bug that could prevent tutorial videos from loading.
  • Prevented selection of retreated aircraft from their carrier.
  • Fixed a bug where level 3 structures could cause UI to fail to load.
  • Upgraded coastal structures produce the correct amount of resources after save and load.
  • Prevented fighter flights getting stuck after losing their intercept target.


Gameplay:

  • Reduced gun accuracy in general, and made weapon inaccuracy much more severe at long ranges and in poor conditions.
  • Reduced ships' ability to evade torpedoes.
  • Enemy submersibles better prioritise torpedoing transport ships and evading escorts.
  • Increased the delay before which a surfacing submersible can load a deck gun.
  • Increased submersible detection chances for all ships with passive or active sonar, and increased the chance of passive sonar detecting a deep sub.
  • Submersible oxygen and battery power lasts much longer during combat.
  • Added an airfield to London at the start of new campaigns.
  • Added extra ships and submersibles to the Royal Navy at the start of new campaigns.
  • Active sonar is researched by default at the start of new campaigns.
  • Increased chances of most aircraft bombs damaging ships with armoured decks.
  • Reduced combat engagement range, and reduced the distance fleets and flights move post-combat.
  • Added a 4x timescale step.
  • Ship model fixes.


UI:

  • Added a combat air patrol toggle to airfields.
  • Added a maximum spotter range slider for airfields and ships.
  • Added a targeting line on the mini map when aiming torpedoes.
  • Added extra prompts to the selected ship card.

Next update

Hi everyone,
Thank you for your patience. We are currently still testing the new build so at this rate it is going to be tomorrow for the update. I am very sorry about this, we hoped it would be today, but we want to make sure that this is a step in the right direction before we send it out for everyone to play. As soon as it is ready we will push out an announcement, but it will be soon!

We are aiming for this update to have general game improvements as well fixes to the major bugs reported such as LV3 buildings causing the UI to disappear.

Thanks again for your support so far and I will keep you posted tomorrow as soon as the build is up!

many thanks
James

Update on next patch

Hi everyone, I first want to say thank you for giving us such constructive and detailed feedback. With this game we wanted it to be a community project where players feel like this is their game and they contributed to it. On launch we hoped that players would like more features, but we were prepared as this was the point of launching in manageable stages, get one aspect playing the way players want and then get the next bit out for feedback and so on.

The good news is the feedback is so good that we have very clear steps to improve the Allied campaign, We are aiming, all being well, for the first stages of feedback to be in a build tomorrow (Tuesday 9th April). This will not cover all feedback and features players want but will move the project forward. We will then aim for another build towards the end of the week or early next week depending on what needs doing.

Please keep the feedback coming as we want to hear from you

Thank you again!

James

Victory At Sea Atlantic Carrier Combat example

Here is a play-through of Carrier combat in game.

0.24.7.0 Hotfix



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

We have increased times speed to x16 in combat and x150 on campaign. If you visually spot a ship in combat it will automatically switch to x1 speed (This does not happen with radar, sonar etc)

We have also given players the option to turn off Swastikas in the options menu, if you do this it will switch to the Iron Cross

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Bug fixes:
Prevented the submersible operations tutorial from potentially getting stuck.

Gameplay:
Increased the maximum timescale on the world map and in combat.
Timescale resets to 1 when an enemy ship becomes visible at a higher timescale.
Targeting ships for lockon via the periscope requires less precision.
Added an option for players outside Germany to switch swastikas for iron crosses.