1. Victory At Sea Atlantic
  2. News

Victory At Sea Atlantic News

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

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