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Changelog for Patch 1.1.5 (added 19 November 2018):

* Here’s the latest patch based on community feedback.

* 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 GOG Victory At Sea Pacific forum and let us know what specifically is causing you issues. We sometimes miss specific things in long conversations so it’s good to have it’s own thread and we would rather have more than one thread on a subject than not have one at all.

Gameplay:
* Improved navigation for bridge-level fleet movement, so fleets can use smaller channels between landmasses.
* Torpedo tubes on surface ships may use the single-shot mode.
* Narrowing the torpedo spread to single-shot mode does not need such a long button press, and a thin firing arc indicator is still displayed in that mode.
* Added a key to pause time.
* Camera tilt and rotation keys are now rebindable.

Bug fixes:
* Ships are returned to their fleet upon loading a save, if they had been saved in the “shadow realm” state.
* Sinking ships cannot be added back into a fleet by dragging their squadron list elements around.
* A carrier’s wind indicator is hidden if the carrier is docked.
* Fixed a potential game lockup when unloading terrain.
* Fixed saving and loading of the fog of war state.
* Fixed the fleet screen placing ship icons incorrectly when viewing a large fleet.
* Fixed a case of supply convoys “teleporting” a great distance when entering into combat.
* Fixed a case of dive-bombers not diving if merged into a squadron with a different ordered altitude.

UI:
* Flight markers on the bridge display their navy’s name, instead of the faction’s name.
* Updated Chinese localisation, and fixed some location names.
high rated
Changelog for Patch 1.2.3 (added 28 January 2019):

Gameplay:
* Fighter AI gives intercepting flights with powerful bombs or torpedoes a higher priority.

Bug Fixes:
* Fixed a bug causing spotter aircraft to instantly land when launched.
* Enemy ships out of line of sight are consistently visible when spotted via radar, or by them firing their guns.
* All player convoys are now controllable after loading saves of older campaigns.
* Convoys navigating the enemy-controlled Philippines no longer get themselves stuck.
* Upgrade costs are read correctly from mods, and mod creation doesn't output incorrect projectile speeds.


Note:
Changelogs for patches/updates between 1.1.5 and 1.2.3, i.e. for 1.2 - 1.2.2, have been posted by the devs as individual threads in this forum.
high rated
Changelog for Patch 1.5.0 (added 25 June 2019):

Gameplay:
- Added the French Richelieu-class battleship and Duguay-Trouin-class cruiser, the Dutch Admiralen-class destroyer and K VIII-class submersible, and the Thai Thonburi-class gunboat, along with the Dutch, Thai, Free French, and Vichy French mini-factions. The player may build ships from a friendly faction if it has no ports of its own.
- Critical hit effects no longer escalate damage without the ship taking further hits.
- When a convoy resupplies a port, the port will resupply any docked fleets still in need of supplies.
- When upgrading a ship set to a crew auto-assignent mode, crew is assigned to any newly-installed systems.
- Landed seaplanes are picked up by their home ship at a more lenient distance.
- Tweaked campaign AI priorities around targeting fleets and coordinating port attacks.
- Campaign AI is more likely to prioritise building warships, over convoys for well-supplied ports.
- Ships do not go into reverse when trying to depth charge enemy submersibles.
- Submersibles' deck guns must take time to load after resurfacing.
- Smoothed out column formation movement, while still keeping movement speed up.
- Dive bombers and kamikazes don't adjust their heading mid-dive, once below a certain altitude.

Bug Fixes:
- Fixed Tokyo and Yokosuka spawning each other's docked ships.
- Surfaced submarines can spot ships at the same distance that other ships can.
- Convoy AI won't automatically collect supplies from home ports that aren't set to surplus priority.
- Defence fleets in nearby hostile ports no longer panic ports into not repairing.
- Port upgrade levels and objectives are correctly reset upon quitting to the main menu and starting a new campaign.
- Fixed a bug occasionally pushing fleets into the wrong place when entering combat view.
- Dive bombers and torpedo bombers whose flights have an attack order will load into combat view at an appropriate height.
- Ship can no longer spawn inland around the port of Saigon.

UI:
- Updated Chinese, German, Spanish, and French localisation, and fixed a few English typos.
- Added an option to disable enemy aircraft spotting alerts.
- Added an option to simplify the worldspace ship UI.
- Added buttons, when a squadron is selected, to select all aircraft of a type in that squadron.
- The map's position and zoom level is retained on reopening.
- Added a button to the flight selection panel to copy weapon payloads to all aircraft of the same class on the same ship or airfield.
- Corrected the number of light guns displayed for the Cleveland-class cruiser.
- The shipyard screen indicates if guns are dual-purpose.

Modding:
- Aircraft may be removed from aircraft definitions without a default fallback plane being created in their place.
high rated
Changelogs for previous updates posted as individual threads by the devs.

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Changelog for Patch 1.7.0 (10 February 2020):

Gameplay:
- Automatic aerial scouting prioritises areas ahead of a moving fleet.
- Improved terrain avoidance for fleets on the bridge.
- Tweaked the behaviour of column formations.
- Fleets containing coastal defence boats will automatically resupply if their fuel runs out.
- Flights gained through capturing or repairing an airfield take time to construct.
- Aircraft will try not to land on destroyed airfields if an operational airfield is in range.
- Fleets defending another fleet will follow their target more closely.
- Tweaked global anti-aircraft damage chances.
- Fleets with orders queued up after a repair and resupply order will undock and carry them out.
- Ships may carry ammo for other aircraft loadouts than the ones they spawn with.

Bug Fixes:
- Starting a war with a second faction no longer causes certain fleets to ressurect.
- Fixed a bug causing flights to take off without full fuel tanks.
- Aerial torpedo models no longer appear reversed.
- Fixed a bug causing unexplained hits from shells.
- Fixed a bug that could cause landing aircraft to skip their landing sequence.
- The Erie-class gunboat has its correct six-inch guns.
- Ensured airfields regain a full complement of flights upon being repaired.
- Fixed the fleet orders radial menu allowing incompatible orders being queued together.
- The fleet screen shows the correct depth bomb count and capacity.

UI:
- A fleet's estimated time of arrival is displayed on the fleet orders radial menu.

Modding:
- Mods can include multiple variants of the same aircraft class and role.
- Added aircraft damage multiplier and aircraft armour-piercing stats for mods.
- Fixed the first salvo of modded weapons not loading ammo and firing.
- Torpedo tubes fire as guns, if their weapon is modded to be a gun.


Standalone installers updated (1.6.2 ⇒ 1.7.0): 11 February 2020.
Standalone installer updated: [Windows, Linux, Mac] 1.12.0 ⇒ 1.13.0.

1.13.0 Update

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.

Gameplay:
Upgrading a port will also upgrade that port's coastal artillery and anti-aircraft emplacements with heavier weapons.
Submarines with non one-shot torpedo weapons carry historically accurate numbers of torpedoes, depending on their class.
Aircraft carriers are required to move against the wind to launch aircraft.

Minor Fixes and Tweaks
Standalone installer updated: [Windows, Linux, Mac] 1.13.0 ⇒ 1.14.0.
Update 1.14.1 - New ships and planes, better numbers for MODs

We have been listening to your ideas and opinions, (as always keep them coming) and we are proud to announce that the latest update sees brand new ships and planes as well as a change to the way the backend works that will help create more detailed MODs!

In order to play this now 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.

With Victory At Sea Atlantic moving forward we are not forgetting our older games, Atlantic has allowed us to change the way some of Pacific works (it has led us down new paths) as well as getting in some new ships and planes to use!

We have been listening to player feedback on allowing for greater number ranges when it comes to allowing for greater differences in ship types (Including weapons etc). We have been stuck on this for a while as any change would mean a major change to the backend and would break everyone's MODs. We have, thanks to Atlantic, come to an (obvious) solution! We needed to step back and look at how Atlantic worked to see a way to do it.

So now when players MOD, and where appropriate, you are no longer stuck using whole numbers. For instance rather than having a rating of 1 you can have 1.5, this should give the game much broader capabilities.

Not only that we have also added the Queen Elizabeth-class battleship, County-class heavy cruiser, and Town-class light cruiser to the Royal Navy as well as Updated the model of the Illustrious-class carrier.

Planes have not been forgotten, we have added the Supermarine Spitfire and Supermarine Seafire fighters to the Royal Navy,

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.

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.

① Gameplay
⯈ Added the following ships:
---• Queen Elizabeth-class battleship
---• County-class heavy cruiser
---• Town-class light cruiser
⯈ Added the following planes:
---• Supermarine Spitfire
---• Supermarine Seafire
⯈ We have also updated the model of the Illustrious-class carrier.
---• Docked aircraft carriers will launch aircraft in defence of the port at which they are docked.
---• Changed the way numbers work in Pacific.

② Mods
---• Weapon damage and armour piercing values, and armour values on ships and structures, are no longer restricted to whole numbers.

③ Bug Fixes
---• Fixed a case in which the UI could get stuck when splitting a fleet.
---• Fixed a bug preventing saves using mods in single-fleet mode from loading correctly.
---• Various small bug fixes.
Post edited September 11, 2023 by surfer1260
Standalone installer updated: [Windows, Linux, Mac] 1.14.0 ⇒ 1.14.2.
1.14.2 Update

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.

① Gameplay
• Increased the targeting accuracy of bomber and dive bomber aircraft AI.

② Bug Fixes
• Fixed a bug that could cause units to freeze after concluding a battle.
• Fixed a case of flights not getting refuelled when landing on an airfield or carrier.
• Stopped the upgrade all flights button from flickering and from inconsistently choosing the best flight class.

③ Minor Fixes and Tweaks