Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Victory At Sea Pacific
1.2.2
Happy new year! Here's the first of this years updates!
Gameplay:
War bonds on kills can be gained by units other than ships.
Ships may be renamed, by clicking their name on the fleet screen.
Aircraft engines are a bit quieter.
Bug Fixes:
All player-built convoys should now be controllable. Removed an obsolete warning about uncontrollable convoys.
The fleet resource panel shows a convoy's transported supplies, not the ships' own supplies.
The historical Atlanta-class cruisers will show up before generic, non-historical ones.
Fixed a bug where port structures could be positioned incorrectly after quitting to the main menu and reloading.
Selecting multiple aircraft flights on the bridge displays the lowest current range of all selected flights, not just the range of the first flight.
Aircraft can always land on a docked ship.
Fixed a case of part of an aircraft squadron turning back when on a bombing run.
Squadrons remember their flagship after loading a save.
UI:
Docked ships' current speed is displayed as 0 knots.
Docked fleets don't show an unnecessary route line.
Added a close button to the tutorial skip popup.
Hotfix 1.2.1p4
Bugfix:
- Fixed an issue from 1.2.1p3 with port aircraft hostility.
Hotfix 1.2.1p3
Hotfix to correct issues with steam cloud saving:
- Cloud Saving now supports larger save file sizes
- Fixed a bug which caused save games to be larger than required
- Fixed a bug which inflated port defence strength in some cases.
1.2.1 new ships and aircraft
Gameplay:
Added the Akagi-class aircraft carrier, the Erie-class gunboat, and the V-class destroyer.
Added the Aichi B7A dive/torpedo bomber, the Mitsubishi A7M fighter, Boeing B-17 Flying Fortress level bomber, Consolidated B-24 Liberator level bomber, and North American B-25 Mitchell level bomber.
Supply convoys may be controlled, and ordered to collect and deliver supplies. (Their AI will continue as normal when without a player order.)
Torpedo bomber AI tries harder to attack a ship from its port or starboard sides.
Bombers are now a little less inaccurate.
Added extra moddable gun inaccuracy multipliers based on different ranges, and a moddable variable for the range at which guns will automatically open fire.
Added moddable per-side income multipliers and per-port shipyard capacities.
Changed fleet-building logic to make it easier for the AI to build large fleets.
Enemy navies build ships faster at higher difficulty levels.
Ordering a flight to attack a port in combat view will retain that order on the bridge.
AI Carriers are more likely to target valuable warships in combat mode.
The Kongo-class has the higher speed of their 1930s refit.
Dogfight calculations can make use of fractional dogfight ability stats on aircraft.
Reduced the AA range of the Casablanca-class escort carrier.
Bug Fixes:
Fixed a potential infinite loop upon loading saves.
Updated some port structure positions. Singapore no longer has one artillery emplacement under the ground.
Fixed a bug where port supply priorities could spontaneously be set to "Mid".
Fixed a bug where the initial AI fleets could be reluctant to assault ports.
Fixed a bug where destroyed anti-air emplacements could damage aircraft on the bridge.
Pennsylvania and Tennessee-class battleships' secondary fire comes from from the correct guns on the models.
Fixed a bug where ports could provide vision to the wrong navies upon loading a mod.
Aircraft do not bank while taking off from a runway.
Torpedoes and starshells do not disappear after saving and loading.
Fixed a bug where aircraft could load in from a save at a different altitude.
Flights stored in an airfield hangar are destroyed when the port is captured.
Aircraft don't try sticking to their formation when their squadron leader is landing, unless they want to land.
Closed up some holes in the terrain.
The Mitsubishi G4M's payload can be correctly switched to an Ohka kamikaze plane, if they are available.
The button to select all bombers on an airfield works when all bombers are level bombers.
Stopped the camera being able to shoot off into the distance after starting a new Japanese campaign.
Fixed a bug where fleets trying to repair without a port to target could freeze the campaign.
Corrected the upgraded AA ranges of some ships, and ensured AA range upgrades are displayed correctly.
Fixed a bug where airfields would stop showing up after quitting to main menu and starting a new campaign.
Splitting civilian ships from a fleet creates a new convoy, rather than a combat fleet.
Fixed a bug where port markers could display the incorrect number of docked fleets after loading a save.
UI:
Supply convoys now have rectangular markers on the bridge.
The amphibious assault order on the bridge has a distinct icon.
The fleet screen now contains the list for selecting fleets, and buttons to set the crew assignment of all ships in the selected fleet at once.
Disabled the recon order button when targeting non-hostile ports.
The small roundel for docked fleets is that of the correct navy after capturing a port.
The left mouse button may no longer be rebound, to prevent crazy things potentially happening upon clicking.
Updated Chinese localisation.
1.2.1 Update Akagi and controllable convoys
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 Akagi-class aircraft carrier.
Supply convoys may be controlled, and ordered to collect and deliver supplies. (Their AI will continue as normal when without a player order.)
Torpedo bomber AI tries harder to attack a ship from its port or starboard sides.
Bombers are now a little less inaccurate.
Added extra moddable gun inaccuracy multipliers based on different ranges, and a moddable variable for the range at which guns will automatically open fire.
Added moddable per-side income multipliers and per-port shipyard capacities.
Changed fleet-building logic to make it easier for the AI to build large fleets.
Enemy navies build ships faster at higher difficulty levels.
Ordering a flight to attack a port in combat view will retain that order on the bridge.
AI Carriers are more likely to target valuable warships in combat mode.
The Kongo-class has the higher speed of their 1930s refit.
Dogfight calculations can make use of fractional dogfight ability stats on aircraft.
Reduced the AA range of the Casablanca-class escort carrier.
Bug Fixes:
Fixed a potential infinite loop upon loading saves.
Updated some port structure positions. Singapore no longer has one artillery emplacement under the ground.
Fixed a bug where port supply priorities could spontaneously be set to "Mid".
Fixed a bug where the initial AI fleets could be reluctant to assault ports.
Fixed a bug where destroyed anti-air emplacements could damage aircraft on the bridge.
Pennsylvania and Tennessee-class battleships' secondary fire comes from from the correct guns on the models.
Fixed a bug where ports could provide vision to the wrong navies upon loading a mod.
Aircraft do not bank while taking off from a runway.
Torpedoes and starshells do not disappear after saving and loading.
Fixed a bug where aircraft could load in from a save at a different altitude.
Flights stored in an airfield hangar are destroyed when the port is captured.
Aircraft don't try sticking to their formation when their squadron leader is landing, unless they want to land.
Closed up some holes in the terrain.
The Mitsubishi G4M's payload can be correctly switched to an Ohka kamikaze plane, if they are available.
The button to select all bombers on an airfield works when all bombers are level bombers.
Stopped the camera being able to shoot off into the distance after starting a new Japanese campaign.
Fixed a bug where fleets trying to repair without a port to target could freeze the campaign.
Corrected the upgraded AA ranges of some ships, and ensured AA range upgrades are displayed correctly.
Fixed a bug where airfields would stop showing up after quitting to main menu and starting a new campaign.
UI:
Supply convoys now have rectangular markers on the bridge.
The amphibious assault order on the bridge has a distinct icon.
The fleet screen now contains the list for selecting fleets, and buttons to set the crew assignment of all ships in the selected fleet at once.
Disabled the recon order button when targeting non-hostile ports.
The small roundel for docked fleets is that of the correct navy after capturing a port.
The left mouse button may no longer be rebound, to prevent crazy things potentially happening upon clicking.
Updated Chinese localisation.
Patch 1.2.0p3
We have another hotfix for MODs based on feedback. Below is the list of changes.
Gameplay:
• Morale multipliers may be changed in mods.
Bug fixes:
• Fixed 1.2.0’s fleets sailing through the middle of Australia.
• The port resource tally shows the correct number of available aerial torpedoes.
• Fixed a bug where aircraft within a flight would sometimes not refuel to the same level.
• Fixed a bug where ports might not earn their faction any war bonds upon restarting the campaign.
UI:
• Added ASW bomb icons where relevant, and added a button to select all ASW bombers.
Hotfix 1.2.0p2
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.
Gameplay:
• Fighters prioritise weaker dogfighters and more threatening bombers when determining which aircraft to target.
• Bomber flights prioritise carriers and high value targets when bombing fleets from the bridge.
Bug fixes:
• Stopped saved games breaking on load.
• Fixed an instance of ships loading in at a sinking angle when they shouldn’t.
• Improved the battle stations switching, and got the battle stations siren to obey the volume settings.
• Improved high-altitude bomber behaviour when ordered to bomb a close target.
UI:
• Updated the Chinese localisation.
Update 1.2.0 ———— MODs!
We have added MODs to this update, it is quite comprehensive giving you lots of options for creating scenarios and even new ship types! You want to create your own historical battles or bizarre craft? You can!
We have even added a couple of mini examples for you to try!
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 mod support.
• Partial war bonds are refunded when a ship construction is cancelled, depending on how complete the ship is.
• Flights stored in an airfield's hangar may be scrapped for a full refund in war bonds.
• AI fleets will not scramble all their fighter flights against single spotter planes.
• Fighters ordered to defend an aircraft will follow that aircraft.
• Improved AI for positioning ships attacking with their anti-submersible weapons.
• Ration usage is now determined per crew member rather than a fixed rate for each ship, totalling 3 weeks of rations.
• Improved pathfinding on the bridge to use straighter paths when available.
• Improved optimisation on the ocean and fog.
• Fleets may be renamed via the fleet screen.
Bug fixes:
• Aircraft do not “bunny hop” when changing altitude at high timescales.
• Crashing aircraft finish crashing after loading a save, so their ghosts don't linger on forever.
• Fighters defend the correct friendly unit when launched with a defend order.
• Attack orders against small fleets, such as torpedo boat forces, are no longer instantly cancelled.
• Fixed deep diving via radial menu in the combat screen.
• Fixed a bug where an independent ship would set its throttle to 0 after receiving its first turn command.
• Destroyed flights no longer display the “out of fuel” tooltip.
• Independent aircraft whose squadron leader is not currently dive-bombing can themselves dive-bomb.
• Fixed some cases of fleets loading in with all their ships on top of each other.
• Fixed some infinite loading screen situations.
• Fixed a bug where amphibious assault forces would spawn on the opposite side of the port.
UI:
• Added submerging and surfacing controls to the fleet order radial menu on the bridge.
• Updated the Chinese localisation, and fixed some strings that weren’t being localised.
• Added more feedback when the attack order is disabled.
• Radial order buttons update immediately upon opening.
Patch 1.1.5
Here’s the latest patch based on community feedback.
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 so it’s good to have it’s own thread and we would rather have more than one thread on a subject than not have one at all.
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 “Beta” there is no password required.
If it doesn't update right away select Properties again, local files and verify the integrity of the game.
Gameplay:
• Improved navigation for bridge-level fleet movement, so fleets can use smaller channels between landmasses.
• Torpedo tubes on surface ships may use the single-shot mode.
• Narrowing the torpedo spread to single-shot mode does not need such a long button press, and a thin firing arc indicator is still displayed in that mode.
• Added a key to pause time.
• Camera tilt and rotation keys are now rebindable.
Bug fixes:
• Ships are returned to their fleet upon loading a save, if they had been saved in the “shadow realm” state.
• Sinking ships cannot be added back into a fleet by dragging their squadron list elements around.
• A carrier’s wind indicator is hidden if the carrier is docked.
• Fixed a potential game lockup when unloading terrain.
• Fixed saving and loading of the fog of war state.
• Fixed the fleet screen placing ship icons incorrectly when viewing a large fleet.
• Fixed a case of supply convoys “teleporting” a great distance when entering into combat.
• Fixed a case of dive-bombers not diving if merged into a squadron with a different ordered altitude.
UI:
• Flight markers on the bridge display their navy’s name, instead of the faction’s name.
• Updated Chinese localisation, and fixed some location names.
Patch 1.1.4
Here’s the latest patch based on community feedback.
Main features include selecting a single torpedo for your subs!
Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. Please we try to monitor all your conversations and suggestions so if something has not appeared that you have suggested does not mean it isn't coming.
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 “Beta” there is no password required.
If it doesn't update right away select Properties again, local files and verify the integrity of the game.
Gameplay:
• Submarine torpedoes can be manually fired individually, by lowering the spread below the minimum.
• AI carrier fleets will retreat if all their bomber flights have been lost.
• Large aircraft drop their payloads (except torpedoes or nuclear bombs) as multiple bombs.
• Added a button to select all kamikaze aircraft on a ship.
• Added buttons to select all bombers, torpedo bombers, kamikazes, and fighters, and to recall all aircraft, to airfields.
• Aircraft repair at the same rate regardless of their toughness.
Bug fixes:
• Fleets should not be repositioned in a port attack if they are raiding with aircraft outside gun range.
• Fixed a bug that could cause ships to be partially disassociated from their fleet in patch 1.1.3.
• Fixed a bug that could cause the tutorial to become stuck.
• Aircraft selection buttons immediately refresh upon swapping out aircraft payloads.
UI:
• Colour-coded the fleet morale icons.
• Added an option to simplify flight UIs.
• Added additional feedback when weapons are unable to fire.