Posted July 22, 2020
high rated
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 “First Look” there is no password required.
Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.
This has been a labour of love for us and while we don't always get it right please understand we want this to be a great experience and we sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.
Gameplay:
Anti-air accuracy is reduced to 25% of its previous value.
Ship AI has a reduced chance of automatically attempting to evade torpedoes, which is affected by the number of crew staffing the bridge.
Improved column formation behaviour, and the order of ships in the squadron sidebar matches that in the column formation.
Level bombers may be targeted by anti-air fire if they are flying low enough.
Flights may be launched to the furthest distance allowed by their range and fuel.
Carriers do not slow down when launching or recovering aircraft.
Bug Fixes:
Fixed a problem that could cause screen transitions to fail.
Fixed an instance of flight altitudes not being retained upon returning to combat view.
All sounds are now affected by the volume sliders.
Modding:
The dud chance value of torpedoes and depth charges is used correctly. The default dud chance for US torpedoes is reduced to 0.
Cargo ships correctly use modded supply capacities when collecting supplies from a port.
Fixed weapons duplicating after adding an anti-air weapon to a ship class.
Modded aircraft projectile counts are used correctly when swapping a flight's payload.
Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.
This has been a labour of love for us and while we don't always get it right please understand we want this to be a great experience and we sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.
Gameplay:
Anti-air accuracy is reduced to 25% of its previous value.
Ship AI has a reduced chance of automatically attempting to evade torpedoes, which is affected by the number of crew staffing the bridge.
Improved column formation behaviour, and the order of ships in the squadron sidebar matches that in the column formation.
Level bombers may be targeted by anti-air fire if they are flying low enough.
Flights may be launched to the furthest distance allowed by their range and fuel.
Carriers do not slow down when launching or recovering aircraft.
Bug Fixes:
Fixed a problem that could cause screen transitions to fail.
Fixed an instance of flight altitudes not being retained upon returning to combat view.
All sounds are now affected by the volume sliders.
Modding:
The dud chance value of torpedoes and depth charges is used correctly. The default dud chance for US torpedoes is reduced to 0.
Cargo ships correctly use modded supply capacities when collecting supplies from a port.
Fixed weapons duplicating after adding an anti-air weapon to a ship class.
Modded aircraft projectile counts are used correctly when swapping a flight's payload.