⚓ Victory At Sea Atlantic - Update Firstlook Branch Now Available!
Commanders,
We’ve been hard at work preparing the next update for Victory At Sea Atlantic, 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 Beta Branch called [c]firstlook[/c] — 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:
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Right-click Victory At Sea Atlantic in your Steam Library.
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Select Properties.
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Go to the Betas tab.
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Open the dropdown menu and select firstlook.
If you prefer to wait, we’re aiming to push the update to the main branch early next week.
⚙️ Bug Fixes
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Fixed AA weapon targeting against carrier-launched planes.
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Fixed a bug preventing troops replenishing in control zones.
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The player's submersibles can now change their depth in an autoresolved battle, where appropriate.
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Prevented combat between larger squadrons of ASW aircraft and submersibles ending too quickly.
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Fixed some incorrect ship positioning when loading into combat.
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Prevented a case of structures being built on top of other structures.
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Clicking a port marker doesn't count as clicking the structure behind.
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Ensured player spotter aircraft obey the range limit.
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The cost of rebuilding a partially-destroyed flight's aircraft is now correctly reduced.
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Prevented a case of two tutorials becoming simultaneously active.
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Clicking a distant fleet before entering combat via alert popup no longer breaks combat loading.
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Fixed a bug that could cause extra ships to be loaded into combat.
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Fixed a bug that could prevent aircraft being added to combat.
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Fixed a bug that could stop combats from starting while unrelated fleets are in combat.
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The message shown when a faction changes sides displays correctly.
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Iceberg sea foam displays correctly.
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The Gloucester-class cruiser may be commissioned in Allied shipyards.
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Ship weapons will not automatically switch their payload from starshells while selected.
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Prevented multiple alerts getting queued for the same aircraft combat.
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Stopped a case of campaign alert messages showing up at the start of combat.
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Fixed a bug that could cause the camera to end up off the campaign map.
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Make sure all docked fleets in a port are shown on the shipyard UI.
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Stopped the airfield UI overlapping with the selected flight UI.
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Fixed a case of Axis and Allies labels getting swapped over.
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Added the Elco-class research project's missing title.
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The TBM-3 Avenger's sprite shows up correctly.
⚓ Gameplay Improvements
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Fleets are no longer hidden or repositioned after an air raid.
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Nearby fleets are not excluded from combat in an air raid.
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Bomber flights may be ordered to defend other aircraft flights.
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Player-ordered bombers no longer automatically turn back and land after a fighter intercept.
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Player-ordered fighters do turn back and land after an intercept.
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Increased the spotting range on the campaign map, more so for planes.
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Increased the overall spotting range of spotter aircraft.
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Planes begin slightly further from enemy ships in combat.
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Reduced the supply cost of civilian ships.
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Separated the airfield ASW bomber lock from the general bomber lock.
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Reduced civilian ships' spotting range and spot chance against submersibles at night.
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Further reduced civilian ships' gun accuracy and reload speed.
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AI will create more supply convoys, but in greater numbers.
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Supply convoys use zig-zag manoeuvres on the campaign map level.
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Improved enemy ship AI when retreating.
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Torpedo boats can no longer sink warships.
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Slowed the deceleration of all ships.
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Improved seaplane landing behaviour.
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Improved enemy seaplane UI when its home ship is not in combat.
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Slightly increased the gun inaccuracy of uncontrolled player ships.
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Reduced the damage reduction on uncontrolled player ships.
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Enemy ships are less likely to stop using their guns due to crew casualties.
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Improved the AI of divebomber squadrons.
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Improved the AI of torpedo bombers, and reduced their torpedo drop distance.
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Aircraft are able to land on a carrier when it has queued flights that cannot currently launch.
🖥️ UI Improvements
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Reduced opacity of the boxes around distant ships, and prevented them from reaching excessive sizes.
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Alert popups do not automatically cycle to the next alert when clicking "view on map".
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Added a visible spotter range limit circle for ships.
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Ensured a fleet's total troop count label updates while the fleet is selected.
That’s all for now, commanders! Thank you for your continued feedback and support — as always, your reports and suggestions help us keep improving Victory At Sea Atlantic.
Fair seas, The Evil Twin Artworks Team
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