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

Commanders,

We’ve been hard at work preparing the next update for [i]Victory At Sea Atlantic[/i], featuring a wide range of bug fixes, gameplay tweaks, and UI improvements.

Before pushing it live to everyone, we’re releasing it today on a [b]Beta Branch called [c]firstlook[/c][/b] — so you can try it early and help us make sure everything runs smoothly before the main release next week.

???? How to Access the Firstlook Branch

If you’d like to preview the update early:

[olist][*]

Right-click [b]Victory At Sea Atlantic[/b] in your Steam Library.

[/*][*]

Select [b]Properties[/b].

[/*][*]

Go to the [b]Betas[/b] tab.

[/*][*]

Open the dropdown menu and select [b]firstlook[/b].

[/*][/olist]

If you prefer to wait, we’re aiming to push the update to the [b]main branch early next week[/b].

[hr][/hr]

⚙️ Bug Fixes

  • Fixed AA weapon targeting against carrier-launched planes.

  • Fixed a bug preventing troops replenishing in control zones.

  • The player's submersibles can now change their depth in an autoresolved battle, where appropriate.

  • Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.

  • Fixed some incorrect ship positioning when loading into combat.

  • Prevented a case of structures being built on top of other structures.

  • Clicking a port marker doesn't count as clicking the structure behind.

  • Ensured player spotter aircraft obey the range limit.

  • The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.

  • Prevented a case of two tutorials becoming simultaneously active.

  • Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.

  • Fixed a bug that could cause extra ships to be loaded into combat.

  • Fixed a bug that could prevent aircraft being added to combat.

  • Fixed a bug that could stop combats from starting while unrelated fleets are in combat.

  • The message shown when a faction changes sides displays correctly.

  • Iceberg sea foam displays correctly.

  • The Gloucester-class cruiser may be commissioned in Allied shipyards.

  • Ship weapons will not automatically switch their payload from starshells while selected.

  • Prevented multiple alerts getting queued for the same aircraft combat.

  • Stopped a case of campaign alert messages showing up at the start of combat.

  • Fixed a bug that could cause the camera to end up off the campaign map.

  • Make sure all docked fleets in a port are shown on the shipyard UI.

  • Stopped the airfield UI overlapping with the selected flight UI.

  • Fixed a case of Axis and Allies labels getting swapped over.

  • Added the Elco-class research project's missing title.

  • The TBM-3 Avenger's sprite shows up correctly.

[hr][/hr]

⚓ Gameplay Improvements

  • Fleets are no longer hidden or repositioned after an air raid.

  • Nearby fleets are not excluded from combat in an air raid.

  • Bomber flights may be ordered to defend other aircraft flights.

  • Player-ordered bombers no longer automatically turn back and land after a fighter intercept.

  • Player-ordered fighters do turn back and land after an intercept.

  • Increased the spotting range on the campaign map, more so for planes.

  • Increased the overall spotting range of spotter aircraft.

  • Planes begin slightly further from enemy ships in combat.

  • Reduced the supply cost of civilian ships.

  • Separated the airfield ASW bomber lock from the general bomber lock.

  • Reduced civilian ships' spotting range and spot chance against submersibles at night.

  • Further reduced civilian ships' gun accuracy and reload speed.

  • AI will create more supply convoys, but in greater numbers.

  • Supply convoys use zig-zag manoeuvres on the campaign map level.

  • Improved enemy ship AI when retreating.

  • Torpedo boats can no longer sink warships.

  • Slowed the deceleration of all ships.

  • Improved seaplane landing behaviour.

  • Improved enemy seaplane UI when its home ship is not in combat.

  • Slightly increased the gun inaccuracy of uncontrolled player ships.

  • Reduced the damage reduction on uncontrolled player ships.

  • Enemy ships are less likely to stop using their guns due to crew casualties.

  • Improved the AI of divebomber squadrons.

  • Improved the AI of torpedo bombers, and reduced their torpedo drop distance.

  • Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.

[hr][/hr]

????️ UI Improvements

  • Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.

  • Alert popups do not automatically cycle to the next alert when clicking "view on map".

  • Added a visible spotter range limit circle for ships.

  • Ensured a fleet's total troop count label updates while the fleet is selected.

[hr][/hr]

That’s all for now, commanders! Thank you for your continued feedback and support — as always, your reports and suggestions help us keep improving [i]Victory At Sea Atlantic[/i].

Fair seas, [b]The Evil Twin Artworks Team[/b]

Logo for Victory At Sea Atlantic
Release:25.04.2025 Genre: Strategie Entwickler: Evil Twin Artworks Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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