Victory at Sea Atlantic - World War II Naval Warfare
Victory At Sea Atlantic transports you to the cold, unforgiving waters of the Atlantic Theatre in WWII. With a vast array of ships, planes, and subs, engage in epic sea battles & secure your place in history. Victory At Sea Atlantic is the ultimate naval warfare experience.
Thank you as always for the positive and constructive feedback!
Remember your feedback has been invaluable in shaping Victory At Sea Atlantic, and we're committed to continuing this dialogue. Keep those suggestions coming, we're listening! We are pleased to announce that the latest update is here. If you check below there are a lot of different updates based on your feedback.
It's lot of little things this time, we think the next update should help with clarity in the Allied Campaign, it will be great to hear your thoughts on that as we head towards the Axis Campaign - Coming soon (once we are happy with the Allied Campaign)!
Gameplay:
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[*] Added the TBM-3 Avenger variant, with the option to carry an ASW payload.
[*] Reduced accuracy penalties at extreme gun ranges.
[*] The enemy navy will build more submersibles, and fewer capital ships.
[*] Improved the spacing and layout of aircraft formations.
[*] Single carriers automatically move into the wind if the player is manually launching their planes.
[*] Adjusted dogfight strength for all aircraft classes.
[*] P-51 Mustangs can now only be added to airfields.
[*] The Boulton Paul Defiant is unlocked from the start of new campaigns.
[*] Improved attack behaviour for torpedo bomber squadrons.
[*] Improved dive bombing behaviour.
[*] Increased altitude variance during dogfights.
[*] Improved defensive fighter launch AI, and increased CAP intercept range.
[*] Reduced the chance for an undamaged ship to suffer a one-hit kill when torpedoed.
[*] Flight squadrons may be rebased with an order to land on a fleet or airfield.
[*] The player can regain resources when scrapping a ship or aircraft, based on unit's current health.
[*] Added a button to automatically fill an airfield or ship's empty flight slots.
[*] Allowed reordering the position of flight buttons on an airfield.
[*] Added a couple extra stats to the airfield stats display.
[*] Added a number selector to the shipyard commission popup.
[*] Added a flag and prefix selector to the ship rename popup.
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Bug fixes:
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[*] Fixed a bug that could prevent the combat screen from loading.
[*] Prevented fleets showing up twice in a shipyard's docked fleet list.
[*] Prevented flights appearing in the incorrect position after a combat.
[*] Fixed a bug where flights could linger indefinitely over a position.
[*] Make sure UI markers show up for enemy aircraft starting combat in the air.
[*] AA alerts centre the camera on the correct position.
[*] Carriers always turn into the correct wind direction.
[*] Made sure AI-launched plane flights appear in the squadron list.
[*] Carrier AI will no longer try and combine torpedo and non-torpedo bombers into the same squadron.
[*] Prevented a bug where an aircraft could remain in its crashing state indefinitely.
[*] Player can drag a flight button over another without the flight becoming lost.
[*] Ensured all aircraft models are visible in combat.
[*] The South Dakota and Iowa research projects may both be researched.
[*] The city upgrade cost tooltip shows the correct value after switching between cities.
[*] Fixed the stats and arcs of the Richelieu-class battleship's guns.
[*] Prevented the ship-based flight payload switch UI opening the airfield UI.
[*] Prevented crashing aircraft from opening the airfield UI.
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