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Victory At Sea Atlantic News

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.


Atlantic Update 0.31.0.0

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. This one covers campaign optimisation, a new look campaign map as well as big changes to the Objectives and the campaign overall, which hopefully makes progression clearer for you. We've also added some new ships and planes to the roster!


Gameplay:

  • Added the Algérie-class cruiser, Gearing-class destroyer, River-class frigate, and Altmark-class oil tanker.
  • 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 initial convoys don't include non-researched ship classes.



Other:

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

Atlantic Update 0.30.0.0

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.

It's lot of little things this time, we think the next update should help with clarity in the Allied Campaign, it will be great to hear your thoughts on that as we head towards the Axis Campaign - Coming soon (once we are happy with the Allied Campaign)!

Gameplay:

  • Added the TBM-3 Avenger variant, with the option to carry an ASW payload.
  • Reduced accuracy penalties at extreme gun ranges.
  • The enemy navy will build more submersibles, and fewer capital ships.
  • Improved the spacing and layout of aircraft formations.
  • Single carriers automatically move into the wind if the player is manually launching their planes.
  • Adjusted dogfight strength for all aircraft classes.
  • P-51 Mustangs can now only be added to airfields.
  • The Boulton Paul Defiant is unlocked from the start of new campaigns.
  • Improved attack behaviour for torpedo bomber squadrons.
  • Improved dive bombing behaviour.
  • Increased altitude variance during dogfights.
  • Improved defensive fighter launch AI, and increased CAP intercept range.
  • Reduced the chance for an undamaged ship to suffer a one-hit kill when torpedoed.
  • Flight squadrons may be rebased with an order to land on a fleet or airfield.
  • The player can regain resources when scrapping a ship or aircraft, based on unit's current health.
  • Added a button to automatically fill an airfield or ship's empty flight slots.
  • Allowed reordering the position of flight buttons on an airfield.
  • Added a couple extra stats to the airfield stats display.
  • Added a number selector to the shipyard commission popup.
  • Added a flag and prefix selector to the ship rename popup.


Bug fixes:

  • Fixed a bug that could prevent the combat screen from loading.
  • Prevented fleets showing up twice in a shipyard's docked fleet list.
  • Prevented flights appearing in the incorrect position after a combat.
  • Fixed a bug where flights could linger indefinitely over a position.
  • Make sure UI markers show up for enemy aircraft starting combat in the air.
  • AA alerts centre the camera on the correct position.
  • Carriers always turn into the correct wind direction.
  • Made sure AI-launched plane flights appear in the squadron list.
  • Carrier AI will no longer try and combine torpedo and non-torpedo bombers into the same squadron.
  • Prevented a bug where an aircraft could remain in its crashing state indefinitely.
  • Player can drag a flight button over another without the flight becoming lost.
  • Ensured all aircraft models are visible in combat.
  • The South Dakota and Iowa research projects may both be researched.
  • The city upgrade cost tooltip shows the correct value after switching between cities.
  • Fixed the stats and arcs of the Richelieu-class battleship's guns.
  • Prevented the ship-based flight payload switch UI opening the airfield UI.
  • Prevented crashing aircraft from opening the airfield UI.