Atlantic Update 0.27.1.0
Author: James Evil Twin,
published 6 months ago,
We hear you loud and clear! 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.
Gameplay:
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[*] Structures may be built in occupied territories.
[*] Added alert popups when enemy aircraft come into range of player forces and structures.
[*] Adjusted the balance of dogfighting in combat autoresolve.
[*] Combat air patrols will pursue enemy aircraft further in friendly radar coverage.
[*] Allowed scrapping and switching payloads of flights with no planes.
[*] Hedgehogs use a contact-only projectile, without a depth fuse.
[*] Increased projectile sink rate and ammo capacity for Hedgehog and Squid weapons.
[*] Added more aircraft detail on the battle results popup.
[*] In combat, enemy fleets will not decide to retreat without first engaging.
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Visuals:
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[*] Reworked coastal structure counters on the map.
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Bug fixes:
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[*] Prevented escort ships that are merged into a convoy fleet from hauling cargo.
[*] Ensured all enemy ship models get hidden correctly when out of visual range.
[*] Fixed a bug that could prevent laboratories from demolishing.
[*] Fixed a bug that could cause ship guns to be unmanned.
[*] Prevented a game freeze on capturing enemy territory with an airfield.
[*] Prevented a game freeze that could occur on entering combat.
[*] Fixed a bug that could prevent all units on the map from moving.
[*] Ensured port based flights stay in the correct squadron after loading a save.
[*] Prevented a case of empty flights showing up as counters on the map.
[*] Stopped UI elements appearing over the initial splash loading screen.
[*] Ship stopping distances compensate for their deceleration rate.
[*] Stopped flight UI overlapping ship UI when a ship's aircraft is shot down.
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