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Victory At Sea Atlantic News

Update Deployed! Bug Fixes, Gameplay Tweaks & UI Upgrades!

[p]Submarines stay hidden, torpedoes flood their targets, and Sweden opens for business — check out what’s new![/p][p]Hello Commanders![/p][p]We’ve just rolled out a fresh update based on your feedback and reports — thank you as always for your continued support. This update brings a range of gameplay improvements, bug fixes, visual tweaks, and new quality-of-life options to make your time on the bridge even smoother.[/p][p]Check out the full patch notes below:[/p][p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed a bug causing retreating enemies to cluster in the middle of the arena.[/p]
  • [p]Ship positions should now remain consistent after loading a game saved during combat.[/p]
  • [p]Prevented a case where non-spotted enemy fleets appeared on the campaign map.[/p]
  • [p]Attack orders are now cleared once their target is destroyed.[/p]
  • [p]Fixed minimap order lines not updating in some cases.[/p]
  • [p]The enemy will no longer know the starting location of submerged player submarines.[/p]
  • [p]Torpedo tubes will now reload when outside of combat.[/p]
  • [p]Corrected an issue where the enemy speed and bearing label could get stuck.[/p]
  • [p]Intelligence reports are now localised correctly.[/p]
  • [p]Removed a misleading sound clip from the sabotage failure popup.[/p]
  • [p]Fixed a rare save game issue affecting fleet loading.[/p]
  • [p]Prevented the airfield autofill button from instantly constructing aircraft.[/p]
  • [p]Stopped flights being shot down before the battle popup appears.[/p]
  • [p]Ensured the squadron list displays correctly in the carrier operations tutorial.[/p]
[hr][/hr][h3]Gameplay Improvements[/h3]
  • [p]Added neutral ports in Sweden, allowing Germany to collect supplies.[/p]
  • [p]Submersible tankers can now resupply fleets with all ammunition types.[/p]
  • [p]Cargo ships may also resupply fleets with ammunition.[/p]
  • [p]Slowed build and repair times for bombers.[/p]
  • [p]Enemy ships detected but not visually confirmed now appear as silhouettes.[/p]
  • [p]Improved aircraft steering controls.[/p]
  • [p]Retreating fleets won’t fire torpedoes in autoresolved combats.[/p]
  • [p]Fleets cruise at half speed on the bridge level; enemy convoy ships maintain cruise speed in combat.[/p]
  • [p]Fleet attack orders are no longer cleared when losing sight of a target fleet.[/p]
  • [p]Improved coastal pathfinding on the campaign map.[/p]
  • [p]Torpedo hits now deal flooding damage, slowing ships until repairs are made.[/p]
  • [p]Formation movement is now less strict, favouring speed over rigid positioning.[/p]
  • [p]Enemy surface ships now start combat in motion.[/p]
  • [p]Ships won’t throttle to zero in combat unless specifically ordered.[/p]
  • [p]Enemy spotters now scout the arena instead of landing immediately.[/p]
  • [p]Reduced the accuracy of civilian ships’ gunnery.[/p]
  • [p]Withdrawing from combat without losses after sinking an enemy now counts as a victory.[/p]
  • [p]Silent running now limits a submersible’s throttle instead of its maximum speed.[/p]
  • [p]The combat end cutscene will play if the player withdraws without damage.[/p]
[hr][/hr][h3]UI & Quality of Life[/h3]
  • [p]Added a toggle option for click-to-move on the sea.[/p]
  • [p]Key bindings can now be cleared in the options screen.[/p]
  • [p]Added explanatory tooltips to campaign objectives.[/p]
  • [p]Clicking a fleet counter highlights all squadrons in that fleet.[/p]
  • [p]New togglable alerts for completed fleet repairs.[/p]
  • [p]Added a tooltip showing time remaining for ship repairs.[/p]
  • [p]Alert icons on the bridge can now be dismissed with a close button.[/p]
  • [p]Ship stats now display torpedo tube placement and internal torpedo capacity for submersibles.[/p]
  • [p]Oxygen and battery warnings no longer show for surfaced subs.[/p]
  • [p]Renamed “Retreat” button to “Withdraw.”[/p]
  • [p]Renamed "AMES" to "Radar Station."[/p]
  • [p]Added speed and bearing labels to fleets on the campaign map.[/p]
  • [p]Alert toggle panel is hidden during combat.[/p]
[hr][/hr][h3]Visual Updates[/h3]
  • [p]Reduced the intensity of the sharpen post-processing effect and disabled hard light blending.[/p]
  • [p]Added a fallback ocean shader for systems that can’t render volumetric materials.[/p]
[hr][/hr][h2]We Want Your Feedback![/h2][p]As always, your thoughts help shape future updates. If you run into any issues, or have ideas for improvements, drop us in the community page — we’re listening.[/p][p][/p]

Nearly There — New Update Incoming!

[p]Hi everyone,[/p][p]We just wanted to give you a quick heads-up — we’re very close to releasing our next update for Victory At Sea Atlantic! This one’s packed with new features and a host of quality-of-life improvements, many of them directly based on your feedback.[/p][p]We’d hoped to have it out for you today, but we need a little more time to finish off some final tweaks and make sure everything’s running smoothly. Thank you so much for your patience and continued support — it means the world to us.[/p][p]We’ll keep you posted and aim to have the update in your hands very soon![/p][p]Fair winds,
The Victory At Sea Atlantic Team[/p]

Atlantic update 1.0.4.1

We’ve been listening intently to your feedback and have been hard at work on the new update. It would be great to hear what you think, please keep it coming!

Gameplay:


  • Coastal assault missions in single-fleet mode are now played in the combat view.
  • General Campaign AI improvements
  • The timescale may now be increased to 32x in combat.
  • Added extra enemy fleets to new Axis and Allied campaigns.
  • Improved enemy fleet AI for planning amphibious assaults.
  • Increased the maximum hull damage on all ship classes.
  • Reduced AA weapon accuracy.
  • Increased the effectiveness of ASW against submersibles in autoresolved combats.
  • Increased the effectiveness of dive and torpedo bombers against surface ships in autoresolved combats.
  • Increased the effectiveness of fighters against bombers in autoresolved combats.
  • Airfields' allowed spotter launch ranges are displayed on the map when the UI is moused over.
  • Gun turret rotation speeds are more realistic.
  • Ship captains may be swapped around in single-fleet mode.
  • Submersibles start combat closer to enemy surface ships, and at a position that better reflects the global fleet positions.
  • Sub-hunter ships start ASW combat at a slower speed.
  • Increased detectability of submersibles when they launch a torpedo.
  • Germany starts with a farm and a factory in new Axis campaigns.
  • Ships may list at an angle after taking heavy damage..



Bug fixes:


  • Fixed a bug causing loitering flights to return to a moving fleet too soon.
  • Move order queueing works for aircraft flights.
  • Prevented some gun turrets rotating through the superstructure of their ships.
  • Radar stations can be built in all territories.
  • The structure repair tutorial gives the player the correct amount of resources to repair the structure.
  • The summary panel shows the correct weekly income stats of structures.
  • Fleets with a movement destination take a more sensible path after leaving combat.
  • The Short Sunderland no longer has a blank space for a name.
  • Japanese characters are all visible on the unit name and class UI.
  • Prevented the amphibious assault muster point UI being displayed for enemy assaults.
  • Stopped the enemy capture of player territory being displayed as a victory.


Atlantic update 1.0.3.0

We’ve been hard at work on a new update based on your feedback — its more backend stuff but makes the AI more aggressive when it comes to building and fielding fleets. It would be great to hear your feedback!

Bug fixes:

Fixed a bug that could cause the UI scale to initialise as too large.

Gameplay:

Rebalanced enemy fleet creation in the campaign, and increased enemy ship commissioning speeds at higher difficulties.
Multiple ships targeting the same submerged submersible will attack different locations.

1.0.2.0 Hotfix

Bug fixes:

Stopped the UI scale setting resetting itself.
The UI scale slider only shows up when at a screen resolution that allows UI scaling.
Stopped initial fleets spawning too many ships in modded campaigns.
Modded campaigns use the correct intro text.
Removed a reference to a non-existent tutorial video.