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Victory At Sea News

Patch 1.2.2

Some bug fixes and balance tweaks:

- Ship-launched Torpedos are now more likely to crit and will deal more damage when they hit
- AI Submarines will make use of deep dive when in combat.
- Captains who horde more than 200+ billion warbonds will no longer cause a bank crash and end up at -200 billion... (existing saves with negative warbonds should repair on load - get in touch with support if this doesn't happen)
- Fixed aircraft carrier weapon hotkey numbers when using 'show individual batteries' gameplay option.
- Fixed a bug which could cause friendly cargo escort AI to be unreactive
- Fixed a bug which caused cargo defence missions to spawn as standard ocean battles.
- Reduced torpedo boat "driven off" timer
- HARD and EXPERT enemy captains should have a smoother progression in experience level.
- Scaling fleets now take into account your most powerful ship and you'll more often encounter similar classes of enemy ships.
- Scaling fleets now only take into account your best 20 ships, rather than all the ships in your navy.
- Sea should no longer flicker when on higher graphics modes while aiming weapons
- Fixed an issue which could cause some AI fleets to stop when near the player fleet
- Fixed bug which rewarded max-level players incorrect bonus warbonds on finishing a battle.

Patch 1.2.1

Major new features in Victory At Sea 1.2


Kriegsmarine campaign

Can you change history and defeat the combined naval forces of the British Empire and its American allies?

New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them.

Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight.

Hard and Expert campaign modes

These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks.

You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.

Other changes:


- Added gameplay option to disable planes in night battles.
- Added gameplay option to show A/B and X/Y turret groups as separate weapons.
- Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks.
- Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected.
- Loose formations - group your ships into a loose formation, no circle/lines just a handy selection.
- Initial load of the shipyard screen should be much much faster.
- Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs.
- Ally ships not under your control are faded out on tactical view to reduce confusion.
- Added the type VII U-Boat
- AI destroyers in formation will now deviate from formation to chase subs.
- Increased chance of crits from torpedoes, slightly.
- Increased speed of AA fire.
- Some criticals were incorrectly doing too much crew damage, fixed.
- Enemy ships will now group into formations.
- Friendly AI submarines will deploy nearer the enemy
- Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere.

--- Additional changes in 1.2.1 ---

Small patch to fix some issues that have cropped up in 1.2

- A couple of bugs that were impacting the end game missions have been fixed
- Wilhelmshaven now has enough supply to allow purchase of top tier battleships for the axis campaign in HARD/EXPERT
- Mission fleets should no longer spawn from beaches, patrol missions should no longer be given for beach ports and the accompanying infini-fleet-bug fixed.
- Ranking up way past the top level no longer results in -ve XP.
- The German resistance in Harlingen has been nerfed (port now changes hands when captured by allies)
- Ships added to the shipyard for the appropriate nations:
(GB) Scott Destroyer Escort, E/F Destroyer
(NL) De Ruyter Cruiser, Sumatra Cruiser, Van Galen Destroyer,
(JP) Shiratsuyu Destroyer, Shokaku Carrier
(US) Northampton Cruiser

Patch 1.2.1

Major new features in Victory At Sea 1.2


Kriegsmarine campaign

Can you change history and defeat the combined naval forces of the British Empire and its American allies?

New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them.

Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight.

Hard and Expert campaign modes

These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks.

You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.

Other changes:


- Added gameplay option to disable planes in night battles.
- Added gameplay option to show A/B and X/Y turret groups as separate weapons.
- Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks.
- Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected.
- Loose formations - group your ships into a loose formation, no circle/lines just a handy selection.
- Initial load of the shipyard screen should be much much faster.
- Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs.
- Ally ships not under your control are faded out on tactical view to reduce confusion.
- Added the type VII U-Boat
- AI destroyers in formation will now deviate from formation to chase subs.
- Increased chance of crits from torpedoes, slightly.
- Increased speed of AA fire.
- Some criticals were incorrectly doing too much crew damage, fixed.
- Enemy ships will now group into formations.
- Friendly AI submarines will deploy nearer the enemy
- Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere.

--- Additional changes in 1.2.1 ---

Small patch to fix some issues that have cropped up in 1.2

- A couple of bugs that were impacting the end game missions have been fixed
- Wilhelmshaven now has enough supply to allow purchase of top tier battleships for the axis campaign in HARD/EXPERT
- Mission fleets should no longer spawn from beaches, patrol missions should no longer be given for beach ports and the accompanying infini-fleet-bug fixed.
- Ranking up way past the top level no longer results in -ve XP.
- The German resistance in Harlingen has been nerfed (port now changes hands when captured by allies)
- Ships added to the shipyard for the appropriate nations:
(GB) Scott Destroyer Escort, E/F Destroyer
(NL) De Ruyter Cruiser, Sumatra Cruiser, Van Galen Destroyer,
(JP) Shiratsuyu Destroyer, Shokaku Carrier
(US) Northampton Cruiser

Victory At Sea - Update 1.2 - Kriegsmarine

Major new features


Kriegsmarine campaign

Can you change history and defeat the combined naval forces of the British Empire and its American allies?

New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them.

Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight.

Hard and Expert campaign modes

These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks.

You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.

Other changes:


- Added gameplay option to disable planes in night battles.
- Added gameplay option to show A/B and X/Y turret groups as separate weapons.
- Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks.
- Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected.
- Loose formations - group your ships into a loose formation, no circle/lines just a handy selection.
- Initial load of the shipyard screen should be much much faster.
- Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs.
- Ally ships not under your control are faded out on tactical view to reduce confusion.
- Added the type VII U-Boat
- AI destroyers in formation will now deviate from formation to chase subs.
- Increased chance of crits from torpedoes, slightly.
- Increased speed of AA fire.
- Some criticals were incorrectly doing too much crew damage, fixed.
- Enemy ships will now group into formations.
- Friendly AI submarines will deploy nearer the enemy
- Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere.

Victory At Sea - Update 1.2 - Kriegsmarine

Major new features


Kriegsmarine campaign

Can you change history and defeat the combined naval forces of the British Empire and its American allies?

New convoy mechanics have been added - large supply convoys from the US and the British colonies will continually reinforce the mainland unless you can intercept and sink them.

Extra submarine mechanics let you strike and withdraw all the easier by diving out of sight.

Hard and Expert campaign modes

These pit you against more numerous and higher level enemies from the get go. In addition the enemy supply lines will be more resilient to your attacks.

You'll also have to be more careful with your fleet as repairs can only be carried out by using up friendly port supplies. Similarly new ships can only be requisitioned from well supplied ports, with battlecruisers and battleships requiring a higher level, well stocked port.

Other changes:


- Added gameplay option to disable planes in night battles.
- Added gameplay option to show A/B and X/Y turret groups as separate weapons.
- Hard/Expert mode captains must purchase landing craft from the shipyard before engaging in port attacks.
- Deep dive mode added for submarines, unable to fire torpedoes but harder to detect. Submarines in deep dive can retreat from the battlefield after 30s undetected.
- Loose formations - group your ships into a loose formation, no circle/lines just a handy selection.
- Initial load of the shipyard screen should be much much faster.
- Right clicking to fire all weapons will first fire any guns in range/arc, if no guns available will fire torpedoes, if no guns or torpedos available will fire depth charges/hedgehogs.
- Ally ships not under your control are faded out on tactical view to reduce confusion.
- Added the type VII U-Boat
- AI destroyers in formation will now deviate from formation to chase subs.
- Increased chance of crits from torpedoes, slightly.
- Increased speed of AA fire.
- Some criticals were incorrectly doing too much crew damage, fixed.
- Enemy ships will now group into formations.
- Friendly AI submarines will deploy nearer the enemy
- Crippled submarines will correctly surface from deep dive and no longer start battles submerged or able to be positioned anywhere.