Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Victory At Sea Pacific
1.7.0 General update
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
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.
Known Issue - We have found an error that didn't come up in testing in editor where it won't load newly created MODs. We will post a hotfix for this by tomorrow.
Gameplay:
Automatic aerial scouting prioritises areas ahead of a moving fleet.
Improved terrain avoidance for fleets on the bridge.
Tweaked the behaviour of column formations.
Fleets containing coastal defence boats will automatically resupply if their fuel runs out.
Flights gained through capturing or repairing an airfield take time to construct.
Aircraft will try not to land on destroyed airfields if an operational airfield is in range.
Fleets defending another fleet will follow their target more closely.
Tweaked global anti-aircraft damage chances.
Fleets with orders queued up after a repair and resupply order will undock and carry them out.
Ships may carry ammo for other aircraft loadouts than the ones they spawn with.
Bug Fixes:
Starting a war with a second faction no longer causes certain fleets to ressurect.
Fixed a bug causing flights to take off without full fuel tanks.
Aerial torpedo models no longer appear reversed.
Fixed a bug causing unexplained hits from shells.
Fixed a bug that could cause landing aircraft to skip their landing sequence.
The Erie-class gunboat has its correct six-inch guns.
Ensured airfields regain a full complement of flights upon being repaired.
Fixed the fleet orders radial menu allowing incompatible orders being queued together.
The fleet screen shows the correct depth bomb count and capacity.
UI:
A fleet's estimated time of arrival is displayed on the fleet orders radial menu.
Modding:
Mods can include multiple variants of the same aircraft class and role.
Added aircraft damage multiplier and aircraft armour-piercing stats for mods.
Fixed the first salvo of modded weapons not loading ammo and firing.
Torpedo tubes fire as guns, if their weapon is modded to be a gun.
1.6.2 update
1.6.2 Patch Notes
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
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.
Gameplay:
Enemy ships are scuttled if their crew is reduced to zero.
Fighter AI is more likely to prioritise targets with highly-damaging bombs.
Bug Fixes:
Combat-level orders are more consistent with bridge-level orders for aircraft AI.
Fixed a bug where aircraft could get stuck when launching from a docked carrier.
Patrol orders may not be queued with non-patrol orders.
Fixed a bug where AI fleets could wait indefinitely for destroyed allies before assaulting a port.
Supply fleets that are split off from another will behave like ordinary supply fleets.
Observation flights AI won't search a secondary scout position at the risk of flying further than their fuel allows.
Fixed a bug where seaplanes could head to the wrong point when trying to return to a distant ship.
UI:
Added separate toggles on airfields for automatic launching of combat and observation aircraft.
Modding:
Fixed a bug where ship ranges would export the wrong values to new mod files.
Modded-in air forces for minor factions may spawn aircraft on airfields.
Modded fleets with a delayed spawn will now spawn correctly in campaigns that don't start at war.
Modded fleets defined with the purpose "Supply" will spawn with cargo, and behave like ordinary supply fleets.
1.6.1 Patch Notes
1.6.1 Patch Notes
Gameplay:
Further adjusted the accuracy of anti-air weapons.
Modding:
Fixed a bug where some modded weapon variables weren't being applied correctly. The AA damage multiplier for DP guns does not need to be a whole number. Ships without a corresponding ship definition may be added to initial campaign fleets.
Update 1.6.0
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
Please keep sending us your feedback as as this update shows we will continue to add things based on your feedback and ideas.
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.
Gameplay:
Improved the behaviour of AI navies, to make them less likely to engage ports, or groups of fleets, with significantly weaker forces.
Flight altitude calculation on the bridge is more consistent with that in combat view.
Reduced the accuracy of both aircraft weapons and anti-aircraft weapons.
Increased default inaccuracy for long- to extreme-range gunfire.
Ships may be scrapped in ports in exchange for a portion of their war bonds.
Added a toggle to lock ships from automatically firing their guns.
Flights whose carrier has been sunk while they are in the air will transfer to a nearby carrier, if one has available space.
Added a loiter order on the bridge for aircraft flights.
Enemy navies are better at tracking down player carrier fleets, if attacked by their aircraft.
Forces may be placed further apart in custom battles.
The custom battle setup screen shows the point values of each fleet, and allows individual ships to be upgraded.
The aircraft classes carried by each ship may be defined in a custom battle.
The custom battle setup screen shows the stats of each ship class.
Fleets under orders to defend a port will automatically replenish supplies from their target port.
Adjusted the thresholds for crew morale gain and loss.
Aircraft squadrons, apart from fighters scrambling to intercept aircraft, wait for all their flights to launch before proceeding with their order.
If a carrier or airfield can't fully refuel all its flights, fuel will be evenly distributed amongst its aircraft.
Fighters don't cancel defend orders if they've dropped their bombs but not expended their gun ammo.
Fighter squadrons may be ordered to defend other squadrons on the bridge.
Bug Fixes:
Tutorial videos are visible in-game again.
Fixed a bug where ships could "teleport" some distance when entering combat view.
Fixed a bug where a delivery order could sometimes not be given to a convoy that still has supplies.
Fixed a bug where aircraft could get stuck trying to dogfight landed aircraft.
Fixed a bug where aircraft automatically cancel move orders given when distant from their carrier.
Spotter planes won't automatically fly out to distances potentially further than their fuel allows.
Sped up the Northampton-class cruiser to a more accurate speed.
The aircraft altitude slider does not show up when altitude orders will be ignored (e.g. when landing).
The UI detail toggle key functions correctly.
Fixed a bug where the button to select all guns could select those on the wrong ship.
UI:
When swapping flights on a docked ship, the hangar and aircraft construction panels only show the aircraft classes that the ship can carry.
Added a battle log screen to the end of custom battles.
The alert popup may be moved across the screen.
Unit markers are always visible for friendly factions' ships and aircraft.
Speaker mode may be selected on the options screen.
Added an option to disable autosaving.
Added the ability to change prefixes when renaming ships.
Modding:
Aircraft classes may have an additional health multiplier.
Weapons may have a multiplier for critical hit chance, and a multiplier for critical hit damage.
DP guns may deal specified a amount of damage against aircraft.
Projectiles may be given a chance to be dud on hit.
Fixed a bug causing new mods to have the wrong water speed for torpedoes.
Fixed a bug causing modded shipyard capacities and income multipliers to reset after saving and reloading.
Modding the aircraft construction time now affects initial aircraft construction and flight repairs on airfields.
1.5.0 New ships, New Factions
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
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.
Gameplay:
<*>Added the French Richelieu-class battleship and Duguay-Trouin-class cruiser, the Dutch Admiralen-class destroyer and K VIII-class submersible, and the Thai Thonburi-class gunboat, along with the Dutch, Thai, Free French, and Vichy French mini-factions. The player may build ships from a friendly faction if it has no ports of its own.
<*>Critical hit effects no longer escalate damage without the ship taking further hits.
<*>When a convoy resupplies a port, the port will resupply any docked fleets still in need of supplies.
<*>When upgrading a ship set to a crew auto-assignent mode, crew is assigned to any newly-installed systems.
<*>Landed seaplanes are picked up by their home ship at a more lenient distance.
<*>Tweaked campaign AI priorities around targeting fleets and coordinating port attacks.
<*>Campaign AI is more likely to prioritise building warships, over convoys for well-supplied ports.
<*>Ships do not go into reverse when trying to depth charge enemy submersibles.
<*>Submersibles' deck guns must take time to load after resurfacing.
<*>Smoothed out column formation movement, while still keeping movement speed up.
<*>Dive bombers and kamikazes don't adjust their heading mid-dive, once below a certain altitude.
Bug Fixes:
<*>Fixed Tokyo and Yokosuka spawning each other's docked ships.
Surfaced submarines can spot ships at the same distance that other ships can.
<*>Convoy AI won't automatically collect supplies from home ports that aren't set to surplus priority.
<*>Defence fleets in nearby hostile ports no longer panic ports into not repairing.
<*>Port upgrade levels and objectives are correctly reset upon quitting to the main menu and starting a new campaign.
<*>Fixed a bug occasionally pushing fleets into the wrong place when entering combat view.
<*>Dive bombers and torpedo bombers whose flights have an attack order will load into combat view at an appropriate height.
<*>Ship can no longer spawn inland around the port of Saigon.
UI:
<*>Updated Chinese, German, Spanish, and French localisation, and fixed a few English typos.
<*>Added an option to disable enemy aircraft spotting alerts.
<*>Added an option to simplify the worldspace ship UI.
<*>Added buttons, when a squadron is selected, to select all aircraft of a type in that squadron.
<*>The map's position and zoom level is retained on reopening.
<*>Added a button to the flight selection panel to copy weapon payloads to all aircraft of the same class on the same ship or airfield.
<*>Corrected the number of light guns displayed for the Cleveland-class cruiser.
<*>The shipyard screen indicates if guns are dual-purpose.
Modding:
<*>Aircraft may be removed from aircraft definitions without a default fallback plane being created in their place.
1.4.0 Custom Battles
Now you can set a location, choose your fleets and go into battle!
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
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.
Gameplay:
Added a custom battle feature.
Ship avoidance is less strict, and ships spend less time waiting for other ships in their formation to get into place.
Crew don't deplete their ship's rations when docked, and low rations won't affect morale while on shore leave.
Ship AI will switch dual-purpose guns to anti-air mode more readily, including when the ship has orders to attack a ship or structure.
Critical hit effects with a chance to escalate damage (on-board fires, ruptured fuel lines) are automatically repaired when out of combat.
Bug Fixes:
Fixed another instance of spotters launching from ships on the bridge without permission.
Fixed a bug where seaplanes would teleport around the world when floating on the sea.
Fixed a bug where a fleet could appear twice the bridge's fleet list.
UI:
Added ship class labels to the shipyard screen's list of docked ships.
Clarified the phrasing of the dual-purpose gun toggle.
1.3.1 update
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.
Gameplay:
Creating a new aircraft flight creates an empty flight, which must gain aircraft at the usual rate in port.
Ship-based aircraft may be built and swapped onto ships in the American mainland ports.
The maximum movement range of a ship is no longer affected by how many rations are on board.
AI carrier fleets will attempt to retreat once enough of their bomber flights are destroyed.
Bug Fixes:
Fleets won't launch scout planes without permission.
Ships are not created with flying boats as their observation aircraft.
Fixed a bug where starting a new campaign of one faction straight after playing another prevents ports correctly upgrading.
Fixed fleets appearing to vanish from the bridge upon dragging the last squadron out of the fleet.
Fixed a bug where phantom aircraft data would accumulate in save files.
UI:
Added a key which, when held, shows a fleet or flight's estimated time of arrival at the cursor's position on the bridge. The Default key is E but can be changed in the options menu.
1.3.0 update! Get your first look at the new Royal Navy Campaign!
Introducing the Royal Naval Pacific Campaign!
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
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.
Gameplay:
Added the Royal Navy campaign.
Added the Implacable-class carrier, the S-class submersible, and the U-class submersible.
Player fleets under a move or patrol order may automatically send spotter planes out to scout.
Ship squadrons in a line formation now turn more efficiently.
Added a spotter loadout for the PBY Catalina.
Reduced the costs of the Flower and Bathurst classes.
Bug Fixes:
Ensured distant bombers will keep going towards target ships when their squadron leader is returning to their carrier.
Ships may always repair critical hit effects when docked in port, even if their engineering section is destroyed or uncrewed.
UI:
Added a button to the flight selection panel to automatically replace all flights on a ship or airfield with a more advanced equivalent, if any are available.
The B-24 Liberator sprite now displays correctly.
1.2.3 Patch
In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.
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.
Gameplay:
Fighter AI gives intercepting flights with powerful bombs or torpedoes a higher priority.
Bug Fixes:
Fixed a bug causing spotter aircraft to instantly land when launched.
Enemy ships out of line of sight are consistently visible when spotted via radar, or by them firing their guns.
All player convoys are now controllable after loading saves of older campaigns.
Convoys navigating the enemy-controlled Philippines no longer get themselves stuck.
Upgrade costs are read correctly from mods, and mod creation doesn't output incorrect projectile speeds.
1.2.2p1 Hotfix
Gameplay:
Vision range in combat has been scaled better with regard to gun ranges.
Dive-bombers attempt to target the centre of a ship, rather than its closest point.
Bug Fixes:
Fixed a bug where gun firing arcs would flatten out after a number of shots have been fired.