Hi everyone, As you know we have been collating everything and here is the next patch based on feedback, as I said previously we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We have also added some more ships in game for this beta.
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:
• The South Dakota-class battleship, Wasp-class carrier, and Brooklyn-class cruiser may be constructed in shipyards when unlocked. • Fighter AI will automatically pick a new target if their ordered intercept target lands, and will not always pick weaker targets over stronger ones. • Gun accuracy gradually increases as a ship fires on a single target. • Aircraft require 50% less aviation fuel, and supply ships carry 10% more aviation fuel. • Aircraft launched via the bridge will try to move together in formation. • Reduced the price of the Cherokee-class tugboat.
UI:
• Added a UI scale slider to the options menu. • Updated some Russian-language text.
Bug fixes:
• Fixed a bug where aircraft in combat view would forget an attack order given on the bridge. • Fixed an instance of aircraft teleporting to a distant airfield and landing. • Fixed an instance of aircraft getting stuck when loading into combat view while trying to take off. • Air raid sirens use the correct volume setting. • Aircraft on the bridge show the correct speed when selected. • Ship-launched seaplanes land closer to their home ship. • Aircraft squadrons load into combat view in their formations. • Ships account more accurately for their turning circles when using anti-submersible weapons. • Removed long delay on flights launching from airfields at high timescales. • Battle markers no longer linger after quitting to the main menu and re-entering the campaign. • Fighters cannot engage in dogfights without ammunition. • Fixed a bug where coastal structures could position themselves in the sea.
Hi everyone, As you know we have been collating everything and here is the next patch based on feedback, as I said previously we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs.
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.
Bug fixes:
Fighters have stopped refusing to follow intercept orders. Also, fighters whose ordered targets have been shot down will automatically pick another target. Fighter squadrons may be ordered to intercept when the squadron leader is out of ammunition. Fixed an instance of aircraft forgetting their bridge-level orders when entering the combat view. Completely destroyed ports do not start battles. Aircraft carrier AI will not try to order aircraft beyond the range for a return trip. Bombs with the “Devastating” trait will deal devastating damage in bridge-level combat. Fixed an instance of aircraft flights being kicked out of their navy and freezing in place.
Hi everyone, now we have collated everything here is the first patch based on feedback, we plan on making this regular until we are all happy with it. I apologise to everyone where this has not met expectations, just know that this isn’t some quick money garb from us, we want to make this the game we all want to play and will continue to improve, so please keep sending us your feedback as we will be tweaking and fixing beyond the bugs.
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 tweaks:
• If the target of a flight or ship's attack order is destroyed, they will keep attacking another target, instead of returning. • Aircraft that are not their squadron’s leader are shown as dots on the bridge screen. • Increased the spread of all ship weapons and coastal guns, and reduced the accuracy of aircraft against surface targets. • Supply convoys will try to oversupply ports if they have no alternative, rather than stay still. • Friendly fire now does no damage. • Ships’ critical hit effects no longer escalate (resulting in suddenly exploding ships) after leaving a battle. • Improved automatic resolution detection, and selecting a resolution on the options screen applies it immediately. Disabled aspect ratios other than 16:9 and 16:10, as these are unsupported.
Bug fixes:
• Improved landmass avoidance for ships. • Non-player fleet markers are no longer selectable. • The stats popup on the fleet screen is correctly positioned at higher resolutions. • Reduced the sun glare, and fixed the midnight glow. • Fixed an instance of ships loading with the wrong rotation. • Correctly return squadron header to the list when failing to merge with a non-player-controllable fleet, or a fleet of a different faction. • Supply convoys can no longer to be split. • Upgraded anti-air weapons no longer take the place of gun turrets after loading a save. • Swapped aircraft payloads gain the correct stats, and flights swapped to torpedo bombs no longer forget how to use them after loading a save. • Fixed an instance of flights losing their global position. • Fixed an instance of ships not using their guns while selected, despite the player not taking manual control. • Added safeguards to prevent save file inflation. (broken saves should now work) • Aircraft repair at the correct speed. • Fixed an instance of ship’s flight deck at full health being considered destroyed. • Commodores are no longer promoted to the mysterious “Rank 9” • Fixed aircraft flights being assigned to two airfields simultaneously. • Crew can repair critical hits outside of combat view. • Fixed an instance of flights readying takeoff while not in the launch queue, leaving them grounded. • Fixed an instance of all fleets in the Pacific grinding to a halt. • Ports take the correct amount of time to upgrade.
We will be fixing more of the strange aircraft behaviour and save/load glitches for the next patch which will be very soon.
It's happening! On Monday, 3rd of September at 6.15pm (BST) We'll be hosting our next Victory at Sea Pacific #Twitch #Stream - Come and join us to see our upcoming #RTS in action. Don't worry if you can't make it, this will no be the last :) https://www.twitch.tv/eviltwinartworks
Ok you heard it here first! We plan to start streaming live gameplay sessions tomorrow (Wednesday 15th) at 6.30pm (BST), with a second live Stream at 9.30am (BST) on Saturday the 18th. More Streams will follow over the coming weeks. Tune in to the official stream here – https://www.twitch.tv/eviltwinartworks
We wanted to give you an insight into how Victory Sea Pacific manages the Open World Sandbox Real Time Strategy game from the Bridge. When we first started developing Victory At Sea Pacific we took the stance that it would be similar to the original, where you focused on one fleet. However as the scale of the game increased it became obvious that to really take advantage of this size change the player would be better off taking control of the entire Pacific Theatre.
One of the hardest aspects of building an open world RTS covering the entire Pacific war was creating a sensible system that would allow the player to manage the whole thing. If we had any brains we would have made the top level turn based, with the individual battles played out in real time.
To prevent it from being overwhelming the player is introduced to the Bridge in stages.
On the Bridge, each navy is split into fleets, or Task Forces. Fleets can be constructed at ports that have a shipyard and then sent out wherever the player wishes. Fleets can be constructed however a player wants allowing them to create specialised Task Forces, some may be great for raiding or recon, or might be better suited to destroying the enemy fleets utterly.
Knowing where the enemy is is another matter as the Pacific is a big place. Enemy fleets will appear once they have been seen, but will fade away after losing visual contact, giving players a last known position to work from.
Once the player has worked out their basic plan they have many options open to them. Some of these options include attacking an enemy fleet or launching an amphibious assault on a port, sending in landing ships that need to be protected until they reach shore.
The enemy is not idle of course and the player may be required to defend allied fleets or ports. To get a better sense of what is going on out there the player can also recon & raid enemy ports, a hit and run tactic that requires less resources but may be enough to draw the enemy in the wrong direction. Once all that is done the fleets can repair and resupply at friendly ports.
Ports have various military structures, which may be attacked like ships. Destroying a coastal structure deprives the port of its function, though it will repair over time, they are not defenceless however, with a formidable array of coastal guns and AAA emplacements to attack hostile ships and aircraft.
There is so much more about the Bridge that could be covered, keep an eye out for more information as we release it!
With the increase in scale in Victory At Sea Pacific we needed to let the player have greater control over planes. In the original Victory At Sea you could tell a carrier to attack a port or fleet and the planes would fly off, do their thing and return.
In the new Pacific game, the added threat of enemy fleets sneaking past you meant that players not only needed to tell planes where to hunt but also to target specific objectives. With this came the need to introduce more specialist plane types as well.
Based on feedback from the community we are also looking at players being able to swap out payloads and change what aircraft a carrier can carry.
In planning Victory At Sea Pacific we knew we wanted a sizeable fleet that players could build from. Below are the ships already in game as well as those already incoming.
Remember this is not an exhaustive list. We are already discussing wish lists and what other nationalities could come next. (I have already seen a Richelieu being modelled.) Come and check the discussion out for yourself.
Our next game - Victory At Sea Pacific - has been announced today, and you can check it out here. Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.
Since releasing Victory At Sea in 2014 we have been constantly asked whether there would be a follow up. Our growing community has been incredibly supportive and given us great feedback on the original. We’re big believers in the power of fan feedback and collaboration and we’ve listened very intently. Because of this, Victory At Sea Pacific is going to be a big one! A huge Open World RTS. We can’t wait to get the game into your hands.
We plan to start streaming live gameplay sessions on Twitch and we will announce when on the forums. Tune in to the official stream here