Genre: Real Time Strategy (RTS), Simulator, Strategy
Victory at Sea
Victory At Sea - Update 1.3 - Mods and Translations
Major features
Game Mods Change the game! Sick of not having radar for your Japanese ships? Want more torpedo launchers? Maybe you want to remove all the ships and battle only with modified oil tankers! All ship stats can be changed, new ships can be added (based on the existing models) and campaign fleet compositions altered.
Check out the discussion forums as some of our beta testers have already created mods and made them available for all to try.
Translations Game is now available in German and French as well as English.
Other changes
-Italian ships now available in the German/Japanese campaigns.
-Added some new Achievements.
-Directing multiple formations at once should respond better now.
-Cancelling an attack on a port or a docking action will now reposition your ship to avoid getting stuck.
-Large numbers of save files will no longer cause memory issues.
-Changed Allied forces health bar colour to be more easily distinguished from the sea.
-Selling a ship now returns 75% of the sell price, rather than 25%.
-If the only undestroyed ships in the players fleet are Submarines, enemies will not attack on the campaign map.
-Pacific end-game enemy should scale better.
-AI in formation will no longer forget their orders if the formation leader leaves the battle.
-Some small performance tweaks for large scale battles.
-Ships will now show any missing hp/crew and aircraft in the attack stats screen.
-Manual controlled ships now show an M above their flag.
-Clicking on the sidebar to select a ship in tactical view no longer automatically focuses on it (double-click to focus)
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
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.
Patch 1.1.3
Small patch to fix a couple of annoying bugs.
- Fixed problems when Sumatra, De Ruyter or Admiral Van Hipper were chosen as flagship in the campaign map.
- Fixed an issue with engaging previously destroyed and repaired enemy fleets at night causing an instant "defeat" message to appear.
- Changed the shader for lower quality settings to help with performance on older graphics cards.
Patch 1.1.2
Small patch to fix a couple of issues:
- Enemy submarines will position more aggressively
- Landed aircraft have the same visibility as their carrier
- Destroying enough of the landing craft to prevent the enemy taking the port now results in a successful port defence, even if the player subsequently retreats.
- Fixed bug causing player to get stuck in port after a port defence.
- Fixed a bug with using the Van Galen as flagship
- Fixed a bug causing ships to vanish from shipyard.
Victory At Sea Wins at the TIGA Games Industry Awards
Victory At Sea is now an award winning game!
Last night at the UK Games Industry TIGA Awards, Victory at Sea won Best Action/Adventure by a Small Studio.
Despite tough competition from some great UK Games Studios the WW2 Naval Action game came top.
We just want to say a big thank you to all our players and supporters who have helped us love the whole process of developing this game. All your insights and know-how have helped shaped the game into an award winner... and we are not stopping here!
Victory at Sea Update 1.1: The Imperial Japanese Navy
It's been almost three months since we launched and we've really been amazed with the great response we've had so far to Victory at Sea. I'd like to thank our community who have been immensely helpful with all their feedback.
Since launch one the most requested feature has been to play the campaign as the Axis powers. With this update we're starting to deliver on that with the Pacific campaign for the Imperial Japanese Navy.
We've added in much requested control over starting positions of your fleet in battles (and a much needed boost to submarines who can be positioned anywhere at the start of the battle). We've also added group orders and squadrons to help you control larger fleets easier.
Also in this update is a big change to visibility. With restricted vision range in both the campaign and the battles (particularly at night time) you'll have to be a lot more careful out there. To balance this out we've also added RADAR and spotter planes to help you track down your enemies.
This update also includes all the features from our previous balancing/bug fix patches including Smoke screens, hidden submarines and torpedo spreads.
Enjoy!
New features:
- The Imperial Japanese Navy is now playable in the campaign. Can you drive the British and American forces from the Pacific?
- Fog of War. Campaign map vision is now restricted based on night/day and whether you have radar or aircraft. Battle map vision is similarly reduced - you’ll have to find the enemy before you can sink them.
- Starting positions: Choose where your ships are placed at the start of battle.
- Squadrons: Group your units into column and circle formations, order the lead to move the entire squadron.
- Reinforcements. Picking a fight in an area crowded with enemy fleets is no longer quite so easy.
- Spotter aircraft added to appropriate ships to assist locating the enemy in battles. Spotter aircraft will also increase your fleet’s vision in the campaign map.
- The Battle of Cape Matapan and the Battle of the Java Sea are now playable historical battles.
- The US Northampton-class heavy cruiser, the Dutch Sumatra- and De Ruyter-class cruisers, and several destroyer classes have been added.
Other changes:
- Fixed an issue preventing the ending of the campaign.
- Fixed a bug causing planes to dogfight endlessly.
- Fixed a bug which could cause fleets to spawn inside the terrain.
- Planes will now adapt to their home carrier being destroyed.
- Bomber accuracy now affected by carrier captain level.
- Ships retreating in open ocean battles now have a timer (similar to out of bounds).
- The Allies can no longer trigger the end-game mission by taking only Tokyo.
- AI fleets should behave more orderly around ports.
- A few ships should have slightly more sensible prices.
- The effectiveness of torpedo belts has been increased for lighter armoured ships.
- AI will attempt to move more evasively when closing distance.
- Some Japanese aircraft will attempt a kamikaze attack if they have no other options.
- All carrier launched planes can now be recalled, not just fighters.
- Carrier launched planes can now be ordered to fly to a specific place by right clicking in the sea - after reaching their destination they'll revert to their standard behaviour for their class.
- Reduced fore/aft submarine fire arcs - Previously (when combined with the torpedo spread) submarines were able to fire nearly sideways.
- Submarine secondary guns now have a firing sound.
Victory At Sea is on the shortlist for TIGA Game of the Year and we need your help!
Victory At Sea has been shortlisted for TIGA Game of the Year and to get to the Awards show we need votes! If you want to support us please follow the link, tick Evil Twin Artworks - Victory at Sea and then click the “vote for game of the year” button at the bottom of the screen, that's it, it only takes about 5 seconds.
Any help is really appreciated!
http://awards.tiga.org/awards_vote.php
Patch 1.0.3 Live
Thanks to everyone for their feedback so far, here's another raft of bug fixes and features including smoke screens!
Full list of changes:
- Smoke screens added: ships may burn oil to create a trailing smokescreen. Lying between two ships, this will obstruct visibility, resulting in highly inaccurate attacks to the other side of the smokescreen - however, a ship possessing radar is unaffected and may fire as normal. An otherwise-obscured ship that is visible to radar will be indicated with an icon.
- Bomber behaviour and accuracy should now be unaffected by framerate.
- Fixed a bug where aircraft would get in an endless stalemate when trying to get into a dogfight.
- Fixed a bug where planes would dump their payload in the sea after a dogfight.
- Fixed a bug where planes would not circle correctly when defending their own home aircraft carrier.
- Fixed a bug that resulted in the player captain being killed, and NPC captains getting a bunch of clones. The player captain should also not be automatically reassigned to new ships.
- Stopped the retreat indicator from showing after a ship's retreat order is cancelled.
- Ships can now retreat in custom convoy/blockade scenarios.
- Fixed a bug where torpedo bombs do damage while still arming.
- AI on ships with defend orders now target enemy ships more sensibly.
- Custom key bindings are now saved between game sessions.
- Subs now surface and submerge at a slower rate, and now have a cooldown on surfacing/submerging. Submarine AI doesn't forget how to turn when it is firing in range.
- Mini-maps now have borders.
-Custom battle fleet selection no longer always clears itself when changing fleet settings/country. Now it will only clear the selected ships if the country filter is changed to be enabled.
- Gun reloading sound only plays when currently focused ship is under manual control.
- The Yamato-class model has been fixed to look more accurate.
- The Independence-class model no longer sails around backwards.
- War bond reward for taking a port is now proportional to the port's defence level.
- Torpedoes now take longer to reload.
- End game landing mission defence fleets no longer replenish their ships if the player fails to capture the port.
- Missions where you must search for a lost ship no longer have ships so lost they are in the middle of dry land. Lost allied ship missions now have a pulsing UI representing the wide search area, and son't tell you to search for the wrong ship
- Fixed a case where custom battles could start up half way between tactical mode and follow ship mode.
- All achievements should now be both working and possible to get.
- Ships should now unlock slower in the campaigns.
- Aircraft no longer respawn until you enter a friendly port to repair and resupply.
- Option added to restrict purchasable ships only to those originating from the player's navy.
- Shipyard can now be filtered by ship type.
- Game no longer gets you to defend an enemy port from an allied attack fleet!
- Fixed warbonds not being awarded at HQ if you saved in port then reloaded before getting the reward.
- Littorio-class battleship now has a torpedo belt.
- Increased warbonds earned for sinking enemies.
- Ship stat UIs now show whether ships have armoured decks, radar, and torpedo belts. System status icons now show the integrity of these systems.
- Uranium escort ship no longer spawns far ahead of the player's fleet in combat to get itself blown to bits.
- Player ships should only retreat if they are explicitly told to do so or if they are both under manual control and the ship is the currently focused on ship.
- Ships should now stay in the arena in the relevant scenarios.
- Ships now follow player's commands properly when in a blockade mission.
- Subs now explode like other ships when killed on the surface.
- Removed the less than entirely useful Chitose Mk I ships from the campaign.
- Convoy duty battles should no longer display "Victory" or "Defeat" incorrectly.
- AI is a lot more cautious about firing torpedoes, should prevent most friendly fire.
- Smoke and fire should not vanish so abruptly after being submerged. Smoke particles updated.
- Deployable fleet limit in both campaign and custom battles increased to 20.
- Optimisations on ships, planes, physics, and particles.
- Custom battles sort enemies by point value by default now (same as the player list)
- Fixed a bug where a sound could occasionally play much louder than intended.
- Submarine engine noises stop whilst submerged.