News Liste Victory At Sea Atlantic

⚓ Victory At Sea Atlantic - Update Firstlook Branch Now Available!
Victory At Sea Atlantic
07.11.25 13:18 Community Announcements
[p]Commanders,[/p][p]We’ve been hard at work preparing the next update for Victory At Sea Atlantic, featuring a wide range of bug fixes, gameplay tweaks, and UI improvements.[/p][p]Before pushing it live to everyone, we’re releasing it today on a Beta Branch called [c]firstlook[/c] — so you can try it early and help us make sure everything runs smoothly before the main release next week.[/p]

???? How to Access the Firstlook Branch

[p]If you’d like to preview the update early:[/p][olist][*][p]Right-click Victory At Sea Atlantic in your Steam Library.[/p][/*][*][p]Select Properties.[/p][/*][*][p]Go to the Betas tab.[/p][/*][*][p]Open the dropdown menu and select firstlook.[/p][/*][/olist][p]If you prefer to wait, we’re aiming to push the update to the main branch early next week.[/p]

⚙️ Bug Fixes

  • [p]Fixed AA weapon targeting against carrier-launched planes.[/p][/*]
  • [p]Fixed a bug preventing troops replenishing in control zones.[/p][/*]
  • [p]The player's submersibles can now change their depth in an autoresolved battle, where appropriate.[/p][/*]
  • [p]Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.[/p][/*]
  • [p]Fixed some incorrect ship positioning when loading into combat.[/p][/*]
  • [p]Prevented a case of structures being built on top of other structures.[/p][/*]
  • [p]Clicking a port marker doesn't count as clicking the structure behind.[/p][/*]
  • [p]Ensured player spotter aircraft obey the range limit.[/p][/*]
  • [p]The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.[/p][/*]
  • [p]Prevented a case of two tutorials becoming simultaneously active.[/p][/*]
  • [p]Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.[/p][/*]
  • [p]Fixed a bug that could cause extra ships to be loaded into combat.[/p][/*]
  • [p]Fixed a bug that could prevent aircraft being added to combat.[/p][/*]
  • [p]Fixed a bug that could stop combats from starting while unrelated fleets are in combat.[/p][/*]
  • [p]The message shown when a faction changes sides displays correctly.[/p][/*]
  • [p]Iceberg sea foam displays correctly.[/p][/*]
  • [p]The Gloucester-class cruiser may be commissioned in Allied shipyards.[/p][/*]
  • [p]Ship weapons will not automatically switch their payload from starshells while selected.[/p][/*]
  • [p]Prevented multiple alerts getting queued for the same aircraft combat.[/p][/*]
  • [p]Stopped a case of campaign alert messages showing up at the start of combat.[/p][/*]
  • [p]Fixed a bug that could cause the camera to end up off the campaign map.[/p][/*]
  • [p]Make sure all docked fleets in a port are shown on the shipyard UI.[/p][/*]
  • [p]Stopped the airfield UI overlapping with the selected flight UI.[/p][/*]
  • [p]Fixed a case of Axis and Allies labels getting swapped over.[/p][/*]
  • [p]Added the Elco-class research project's missing title.[/p][/*]
  • [p]The TBM-3 Avenger's sprite shows up correctly.[/p][/*]

⚓ Gameplay Improvements

  • [p]Fleets are no longer hidden or repositioned after an air raid.[/p][/*]
  • [p]Nearby fleets are not excluded from combat in an air raid.[/p][/*]
  • [p]Bomber flights may be ordered to defend other aircraft flights.[/p][/*]
  • [p]Player-ordered bombers no longer automatically turn back and land after a fighter intercept.[/p][/*]
  • [p]Player-ordered fighters do turn back and land after an intercept.[/p][/*]
  • [p]Increased the spotting range on the campaign map, more so for planes.[/p][/*]
  • [p]Increased the overall spotting range of spotter aircraft.[/p][/*]
  • [p]Planes begin slightly further from enemy ships in combat.[/p][/*]
  • [p]Reduced the supply cost of civilian ships.[/p][/*]
  • [p]Separated the airfield ASW bomber lock from the general bomber lock.[/p][/*]
  • [p]Reduced civilian ships' spotting range and spot chance against submersibles at night.[/p][/*]
  • [p]Further reduced civilian ships' gun accuracy and reload speed.[/p][/*]
  • [p]AI will create more supply convoys, but in greater numbers.[/p][/*]
  • [p]Supply convoys use zig-zag manoeuvres on the campaign map level.[/p][/*]
  • [p]Improved enemy ship AI when retreating.[/p][/*]
  • [p]Torpedo boats can no longer sink warships.[/p][/*]
  • [p]Slowed the deceleration of all ships.[/p][/*]
  • [p]Improved seaplane landing behaviour.[/p][/*]
  • [p]Improved enemy seaplane UI when its home ship is not in combat.[/p][/*]
  • [p]Slightly increased the gun inaccuracy of uncontrolled player ships.[/p][/*]
  • [p]Reduced the damage reduction on uncontrolled player ships.[/p][/*]
  • [p]Enemy ships are less likely to stop using their guns due to crew casualties.[/p][/*]
  • [p]Improved the AI of divebomber squadrons.[/p][/*]
  • [p]Improved the AI of torpedo bombers, and reduced their torpedo drop distance.[/p][/*]
  • [p]Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.[/p][/*]

????️ UI Improvements

  • [p]Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.[/p][/*]
  • [p]Alert popups do not automatically cycle to the next alert when clicking "view on map".[/p][/*]
  • [p]Added a visible spotter range limit circle for ships.[/p][/*]
  • [p]Ensured a fleet's total troop count label updates while the fleet is selected.[/p][/*]

[p]That’s all for now, commanders!
Thank you for your continued feedback and support — as always, your reports and suggestions help us keep improving Victory At Sea Atlantic.[/p][p]Fair seas,
The Evil Twin Artworks Team[/p]
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Aktuelle Steam News
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