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Engage in a tactical game of cat and mouse in this huge open world naval warfare Real Time Strategy.
Plan your own campaign in Victory at Sea Pacific. Victory at Sea Pacific - the game of naval combat during the Second World War where a player can switch between commanding the entire Pacific theatre to zooming down to take control of individual ships and flights of planes.
Fire the torpedoes from your submarine wolf pack or step onto the Bridge to direct your fleets and change the course of the war.
Bringing an epic approach to real time strategy war gaming, players develop their own story with an open world sandbox mechanic in a desperate attempt to win the World War 2.
The game sees you to take part in a nerve wracking game of cat and mouse as you scour the seas in search of enemy fleets and send submarines to strangle their supply lines.
In Victory at Sea Pacific you can covertly recon enemy positions and launch a large scale amphibious assault by sea and air against the chosen targets.
Fighting a coastal invasion brings together large numbers of ships from landing craft of various types, to multiple flights of aircraft and mighty ships to bombard the enemy positions in an attempt to capture key objectives from the enemy
In addition Victory at Sea Pacific allows you to take command of large squadrons of planes against enemy fleets and send scouts to hunt for the enemy wherever they may be.
You can also train your crews in and out of combat, setting drills and rest periods as well as managing rations and monitoring their morale. Do you push them to breaking point or build a highly skilled team ready for combat.
Choose your fate in Victory at Sea Pacific In Victory At Sea Pacific your destiny is in your hands, there are no levels, there is no do over. This is Pacific Warfare from day one until ultimate victory is achieved. Every engagement is important, the combat merciless, and the outcome is uncertain.
Upgrade ports and build shipyards to customise and create multiple fleets, sending them to different parts of the Pacific theatre to perform whatever tasks you see fit. Will you send submarines to harass enemy supply ships or send flights of planes to hunt for enemy ships?
Remember you must always be vigilant, it only takes a fleet to slip past you in the night and attack a poorly defended allied port to see the tide turn against you.
How the naval war in the Pacific ends is up to you and the decisions you make. A huge fleet to choose from. With over 100 ship classes and counting, representing thousands of vessels, and dozens of types of aircraft and ports spanning the Pacific ocean, Victory At Sea Pacific represents limitless strategic options as you find yourself in total command of the Pacific Theatre during WW2.
Victory at Sea Pacific features:
Search and destroy enemy fleets across the entire Pacific Ocean
Effortlessly switch between commanding the entire Pacific theatre and controlling the fate of individual vessels and planes
Upgrade Ports and build shipyards
Harass shipping and starve ports of vital supplies
Organise large scale amphibious assaults on major ports
Control unique vessels such as the huge I-400 submarine aircraft carrier
Build highly skilled crews ready for combat
Pausable gameplay allows you to order fleets and then continue the action
Play as Axis or Allied fleets (Japanese & RN campaign coming soon)
From small skirmishes involving single destroyers and hunting down merchantmen, to the clashing of massive fleets against implacable enemies, Victory at Sea Pacific is your ticket to exciting battles that take place on the dangerous seas of World War II.
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- Verze: Windows, Linux, MacOS
- Aktualizováno:
- Patch 1.12.0 (July 27th, 2022)Gameplay:
Removed the option to recon ports that are 100% scouted.
Fleets with bombers try to keep their distance when attacking other fleets.
Carrier fleets can't start an amphibious assault from bomber range.
Bug fixes:
Prevented the player from collecting atom bomb parts again after the bomb is assembled.
Stopped non-player ports getting selected in the fleet header when orphaned flights head to their airfield.
Fixed a conflict in aircraft defend order behaviour between bridge and combat gameplay.
Patch 1.11.2 (16 December 2021)Gameplay:
Improved the balance of ships with long-ranged guns against those with short-ranged guns in bridge combat.
Bug Fixes:
Fixed a bug that could stop aircraft landing on carriers or airfields properly.
Patch 1.11.1 (10 November 2021)Gameplay:
Grumman F4F Wildcat speed reduced to 276 knots.
UI:
Reworded headers to better distinguish between a ship's stores and a fleet's transported supplies.
Bug Fixes:
Fixed a bug that could stop fleets moving on the bridge.
Fixed a bug that could prevent ships transferring between fleets correctly.
All currently playing audio continues after changing audio options.
Patch 1.11.0 (25 October 2021)Gameplay:
AI supply fleets can collect from other friendly factions' ports.
AI fleets will choose ports further from the front lines to repair at.
AI carriers can swap aircraft payloads between torpedo bombs and bombs.
AI carriers can send fighter escorts with bombers.
AI ships are more likely to break formation where required.
Fleets without radar have a shorter global spotting range.
Adjusted the balance of bridge-level combat based on weapon ranges.
UI:
Added sorting options to the shipyard class list.
A record of all sunken ships appears on the log screen.
Bug Fixes:
Prevented aircraft flights from becoming duplicated in an airfield's stored flights hangar.
Fixed a bug causing carrier upgrades to fail when using a mod without all aircraft categories available.
Patch 1.10.0 (26 July 2021)Gameplay:
Added a button to sort a ship squadron by ship value.
Bug Fixes:
Fixed a bug that could cause the post-atomic bomb popup not to display.
Fixed a bug that caused severe critical hits to be too frequent.
Mods:
Allow modding generic ship names, defined by faction and a group of ship types.
Patch 1.9.3 (16 April 2021)Bug Fixes:
Fixed a bug preventing the orders menu on flight squadron headers from opening.
Patch 1.9.2 (15 April 2021)Bug Fixes:
Fixed a bug that could cause flight icons on ships and airfields not to display.
Patch 1.9.1 (13 April 2021)Gameplay:
Added a hard+ campaign difficulty setting, giving enemies a bigger resource advantage and a preference for larger assault fleets.
Bug Fixes:
Fixed a bug where damaged AI fleets would sometimes continuously dock and undock from ports.
Fixed a potential crash on startup.
Fixed a bug where aircraft could reload bombs from a carrier without any bombs left aboard.
Torpedo bomber flights spawn into combat view at the correct altitude when not approaching a target.
UI:
Bombers without bombs are indicated by a red icon on the lower ship card.
Removed the speed control slider from the bridge where setting ship and squadron speeds is not relevant.
Patch 1.9.0 (22 February 2021)Gameplay:
Enemy fleets are more inclined to retreat and repair when they take losses.
Enemy fleets that have taken losses will try and regroup into larger fleets.
Enemy fleets can merge together before attacking.
Reduced aircraft bombing accuracy against ships in bridge combat.
Reduced cargo ship gun accuracy in bridge combat.
Ships will assign their engines and turbines with a full crew complement when prioritising crew morale.
Ships stay at full throttle upon entering combat.
Bug Fixes:
Fixed a bug sometimes causing fighters not to follow an order to intercept enemy planes.
Fixed a case of aircraft being able to launch without loading up on fuel or ammunition.
Aircraft altitude slider should always the correct value upon entering combat view.
Fix for giving an aircraft flight a launch order in combat view when its carrier or airfield is not loaded into combat view.
Speaker mode options now work correctly.
The squadron list stays visible when selecting a land-based aircraft squadron split off from another.
Patch 1.8.0 (26 October 2020)Gameplay:
Enemy navies are more likely to construct more advanced classes of ship.
Altered the balance of fleet types the enemy will try to construct.
Enemy navies are able to replace aircraft flights with better ones if available.
Airfields whose flights get assigned elsewhere will automatically replace them from their hangar.
Bug Fixes:
DP guns once more rotate towards their targets when in anti-aircraft mode.
Ensured selected ship UI shows up when transitioning from bridge to combat view.
Fixed certain cases of submarines not being allowed to merge into a squadron or fleet.
Fixed aircraft appearing at the wrong altitude after quickly switching away and back again.
The camera cannot be moved when using binoculars or a periscope.
Fixed a case of sinking ships still being considered targetable.
All custom fleet names retain their labels after loading a save.
Modding:
Torpedoes and ASW should fire correctly on custom models.
Patch 1.7.3 (24 August 2020)Fixes and Tweaks:
Fixed picking up supplies from ports.
Fixed projectiles not hitting if the firing unit no longer exists.
Allowed custom battles to use aircraft with loadouts listed as non-standard.
Changed Aichi B7A Grace torpedo bomber to be considered a standard loadout.
Stopped custom battles from being able to award the US campaign completion achievement.
Allowed non-carrier aircraft to be swapped out in custom battles.
Patch 1.7.2 (20 July 2020)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.
Patch 1.7.1 (2 March 2020)Gameplay:
Linkable convoy waypoints may be created. Convoys will use these to plot their routes.
Adjusted bomber accuracy in combat mode.
Bug Fixes:
Fixed some bomb damage calculations.
Fixed a bug that could prevent aircraft entering their landing sequence on airfields.
Stopped large fleets shifting position when entering combat mode.
The Akatsuki-class destroyer has 5-inch guns.
Corrected the displacements of the Victory and Duguay-Trouin class ships.
Modding:
Fixed ships of enemy factions of the opposing side being buildable by player when modding a faction not to start at war.
Tutorial:
Added convoy Tutorial
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.
Patch 1.6.2 (13 November 2019)Gameplay:
Enemy ships are scuttled if their crew is reduced to zero.
Fighter AI is more likely to prioritise targets with highly-damaging bombs.
Bug Fixes:
Combat-level orders are more consistent with bridge-level orders for aircraft AI.
Fixed a bug where aircraft could get stuck when launching from a docked carrier.
Patrol orders may not be queued with non-patrol orders.
Fixed a bug where AI fleets could wait indefinitely for destroyed allies before assaulting a port.
Supply fleets that are split off from another will behave like ordinary supply fleets.
Observation flights AI won't search a secondary scout position at the risk of flying further than their fuel allows.
Fixed a bug where seaplanes could head to the wrong point when trying to return to a distant ship.
UI:
Added separate toggles on airfields for automatic launching of combat and observation aircraft.
Modding:
Fixed a bug where ship ranges would export the wrong values to new mod files.
Modded-in air forces for minor factions may spawn aircraft on airfields.
Modded fleets with a delayed spawn will now spawn correctly in campaigns that don't start at war.
Modded fleets defined with the purpose "Supply" will spawn with cargo, and behave like ordinary supply fleets.
Patch 1.6.1 (04 November 2019)Gameplay:
Further adjusted the accuracy of anti-air weapons.
Modding:
Fixed a bug where some modded weapon variables weren't being applied correctly.
The AA damage multiplier for DP guns does not need to be a whole number.
Ships without a corresponding ship definition may be added to initial campaign fleets.
Patch 1.6.0 (30 October 2019)Gameplay:
Improved the behaviour of AI navies, to make them less likely to engage ports, or groups of fleets, with significantly weaker forces.
Flight altitude calculation on the bridge is more consistent with that in combat view.
Reduced the accuracy of both aircraft weapons and anti-aircraft weapons.
Increased default inaccuracy for long- to extreme-range gunfire.
Ships may be scrapped in ports in exchange for a portion of their war bonds.
Added a toggle to lock ships from automatically firing their guns.
Flights whose carrier has been sunk while they are in the air will transfer to a nearby carrier, if one has available space.
Added a loiter order on the bridge for aircraft flights.
Enemy navies are better at tracking down player carrier fleets, if attacked by their aircraft.
Forces may be placed further apart in custom battles.
The custom battle setup screen shows the point values of each fleet, and allows individual ships to be upgraded.
The aircraft classes carried by each ship may be defined in a custom battle.
The custom battle setup screen shows the stats of each ship class.
Fleets under orders to defend a port will automatically replenish supplies from their target port.
Adjusted the thresholds for crew morale gain and loss.
Aircraft squadrons, apart from fighters scrambling to intercept aircraft, wait for all their flights to launch before proceeding with their order.
If a carrier or airfield can't fully refuel all its flights, fuel will be evenly distributed amongst its aircraft.
Fighters don't cancel defend orders if they've dropped their bombs but not expended their gun ammo.
Fighter squadrons may be ordered to defend other squadrons on the bridge.
Bug Fixes:
Tutorial videos are visible in-game again.
Fixed a bug where ships could "teleport" some distance when entering combat view.
Fixed a bug where a delivery order could sometimes not be given to a convoy that still has supplies.
Fixed a bug where aircraft could get stuck trying to dogfight landed aircraft.
Fixed a bug where aircraft automatically cancel move orders given when distant from their carrier.
Spotter planes won't automatically fly out to distances potentially further than their fuel allows.
Sped up the Northampton-class cruiser to a more accurate speed.
The aircraft altitude slider does not show up when altitude orders will be ignored (e.g. when landing).
The UI detail toggle key functions correctly.
Fixed a bug where the button to select all guns could select those on the wrong ship.
UI:
When swapping flights on a docked ship, the hangar and aircraft construction panels only show the aircraft classes that the ship can carry.
Added a battle log screen to the end of custom battles.
The alert popup may be moved across the screen.
Unit markers are always visible for friendly factions' ships and aircraft.
Speaker mode may be selected on the options screen.
Added an option to disable autosaving.
Added the ability to change prefixes when renaming ships.
Modding:
Aircraft classes may have an additional health multiplier.
Weapons may have a multiplier for critical hit chance, and a multiplier for critical hit damage.
DP guns may deal specified a amount of damage against aircraft.
Projectiles may be given a chance to be dud on hit.
Fixed a bug causing new mods to have the wrong water speed for torpedoes.
Fixed a bug causing modded shipyard capacities and income multipliers to reset after saving and reloading.
Modding the aircraft construction time now affects initial aircraft construction and flight repairs on airfields.
Patch 1.5.0 (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.
Patch 1.4.0 (02 April 2019)Gameplay:
Added a custom battle feature.
Ship avoidance is less strict, and ships spend less time waiting for other ships in their formation to get into place.
Crew don't deplete their ship's rations when docked, and low rations won't affect morale while on shore leave.
Ship AI will switch dual-purpose guns to anti-air mode more readily, including when the ship has orders to attack a ship or structure.
Critical hit effects with a chance to escalate damage (on-board fires, ruptured fuel lines) are automatically repaired when out of combat.
Bug Fixes:
Fixed another instance of spotters launching from ships on the bridge without permission.
Fixed a bug where seaplanes would teleport around the world when floating on the sea.
Fixed a bug where a fleet could appear twice the bridge's fleet list.
UI:
Added ship class labels to the shipyard screen's list of docked ships.
Clarified the phrasing of the dual-purpose gun toggle.
Patch 1.3.1 (05 March 2019)Gameplay:
Creating a new aircraft flight creates an empty flight, which must gain aircraft at the usual rate in port.
Ship-based aircraft may be built and swapped onto ships in the American mainland ports.
The maximum movement range of a ship is no longer affected by how many rations are on board.
AI carrier fleets will attempt to retreat once enough of their bomber flights are destroyed.
Bug Fixes:
Fleets won't launch scout planes without permission.
Ships are not created with flying boats as their observation aircraft.
Fixed a bug where starting a new campaign of one faction straight after playing another prevents ports correctly upgrading.
Fixed fleets appearing to vanish from the bridge upon dragging the last squadron out of the fleet.
Fixed a bug where phantom aircraft data would accumulate in save files.
UI:
Added a key which, when held, shows a fleet or flight's estimated time of arrival at the cursor's position on the bridge.
Patch 1.2.3 (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.
Patch 1.2.2.p1 Hotfix (11 January 2019)Gameplay:
Vision range in combat has been scaled better with regard to gun ranges.
Dive-bombers attempt to target the centre of a ship, rather than its closest point.
Bug Fixes:
Fixed a bug where gun firing arcs would flatten out after a number of shots have been fired.
UI:
Updated Chinese localisation.
Patch 1.2.2 (10 January 2019)Gameplay:
War bonds on kills can be gained by units other than ships.
Ships may be renamed, by clicking their name on the fleet screen.
Aircraft engines are a bit quieter.
Bug Fixes:
All player-built convoys should now be controllable. Removed an obsolete warning about uncontrollable convoys.
The fleet resource panel shows a convoy's transported supplies, not the ships' own supplies.
The historical Atlanta-class cruisers will show up before generic, non-historical ones.
Fixed a bug where port structures could be positioned incorrectly after quitting to the main menu and reloading.
Selecting multiple aircraft flights on the bridge displays the lowest current range of all selected flights, not just the range of the first flight.
Aircraft can always land on a docked ship.
Fixed a case of part of an aircraft squadron turning back when on a bombing run.
Squadrons remember their flagship after loading a save.
UI:
Docked ships' current speed is displayed as 0 knots.
Docked fleets don't show an unnecessary route line.
Added a close button to the tutorial skip popup.
Patch 1.2.1 (18 December 2018)Gameplay:
Added the Akagi-class aircraft carrier, the Erie-class gunboat, and the V-class destroyer.
Added the Aichi B7A dive/torpedo bomber, the Mitsubishi A7M fighter, Boeing B-17 Flying Fortress level bomber, Consolidated B-24 Liberator level bomber, and North American B-25 Mitchell level bomber.
Supply convoys may be controlled, and ordered to collect and deliver supplies. (Their AI will continue as normal when without a player order.)
Torpedo bomber AI tries harder to attack a ship from its port or starboard sides.
Bombers are now a little less inaccurate.
Added extra moddable gun inaccuracy multipliers based on different ranges, and a moddable variable for the range at which guns will automatically open fire.
Added moddable per-side income multipliers and per-port shipyard capacities.
Changed fleet-building logic to make it easier for the AI to build large fleets.
Enemy navies build ships faster at higher difficulty levels.
Ordering a flight to attack a port in combat view will retain that order on the bridge.
AI Carriers are more likely to target valuable warships in combat mode.
The Kongo-class has the higher speed of their 1930s refit.
Dogfight calculations can make use of fractional dogfight ability stats on aircraft.
Reduced the AA range of the Casablanca-class escort carrier.
Bug Fixes:
Fixed a potential infinite loop upon loading saves.
Updated some port structure positions. Singapore no longer has one artillery emplacement under the ground.
Fixed a bug where port supply priorities could spontaneously be set to "Mid".
Fixed a bug where the initial AI fleets could be reluctant to assault ports.
Fixed a bug where destroyed anti-air emplacements could damage aircraft on the bridge.
Pennsylvania and Tennessee-class battleships' secondary fire comes from from the correct guns on the models.
Fixed a bug where ports could provide vision to the wrong navies upon loading a mod.
Aircraft do not bank while taking off from a runway.
Torpedoes and starshells do not disappear after saving and loading.
Fixed a bug where aircraft could load in from a save at a different altitude.
Flights stored in an airfield hangar are destroyed when the port is captured.
Aircraft don't try sticking to their formation when their squadron leader is landing, unless they want to land.
Closed up some holes in the terrain.
The Mitsubishi G4M's payload can be correctly switched to an Ohka kamikaze plane, if they are available.
The button to select all bombers on an airfield works when all bombers are level bombers.
Stopped the camera being able to shoot off into the distance after starting a new Japanese campaign.
Fixed a bug where fleets trying to repair without a port to target could freeze the campaign.
Corrected the upgraded AA ranges of some ships, and ensured AA range upgrades are displayed correctly.
Fixed a bug where airfields would stop showing up after quitting to main menu and starting a new campaign.
Splitting civilian ships from a fleet creates a new convoy, rather than a combat fleet.
Fixed a bug where port markers could display the incorrect number of docked fleets after loading a save.
UI:
Supply convoys now have rectangular markers on the bridge.
The amphibious assault order on the bridge has a distinct icon.
The fleet screen now contains the list for selecting fleets, and buttons to set the crew assignment of all ships in the selected fleet at once.
Disabled the recon order button when targeting non-hostile ports.
The small roundel for docked fleets is that of the correct navy after capturing a port.
The left mouse button may no longer be rebound, to prevent crazy things potentially happening upon clicking.
Updated Chinese localisation.
Patch 1.2.0 (29 November 2018)
We have added MODs to this update, it is quite comprehensive giving you lots of options for creating scenarios and even new ship types! You want to create your own historical battles or bizarre craft? You can!
We have even added a couple of mini examples for you to try!
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:
Added mod support.
Partial war bonds are refunded when a ship construction is cancelled, depending on how complete the ship is.
Flights stored in an airfield's hangar may be scrapped for a full refund in war bonds.
AI fleets will not scramble all their fighter flights against single spotter planes.
Fighters ordered to defend an aircraft will follow that aircraft.
Improved AI for positioning ships attacking with their anti-submersible weapons.
Ration usage is now determined per crew member rather than a fixed rate for each ship, totalling 3 weeks of rations.
Improved pathfinding on the bridge to use straighter paths when available.
Improved optimisation on the ocean and fog.
Fleets may be renamed via the fleet screen.
Bug fixes:
Aircraft do not “bunny hop” when changing altitude at high timescales.
Crashing aircraft finish crashing after loading a save, so their ghosts don't linger on forever.
Fighters defend the correct friendly unit when launched with a defend order.
Attack orders against small fleets, such as torpedo boat forces, are no longer instantly cancelled.
Fixed deep diving via radial menu in the combat screen.
Fixed a bug where an independent ship would set its throttle to 0 after receiving its first turn command.
Destroyed flights no longer display the “out of fuel” tooltip.
Independent aircraft whose squadron leader is not currently dive-bombing can themselves dive-bomb.
Fixed some cases of fleets loading in with all their ships on top of each other.
Fixed some infinite loading screen situations.
Fixed a bug where amphibious assault forces would spawn on the opposite side of the port.
UI:
Added submerging and surfacing controls to the fleet order radial menu on the bridge.
Updated the Chinese localisation, and fixed some strings that weren’t being localised.
Added more feedback when the attack order is disabled.
Radial order buttons update immediately upon opening.
Patch 1.1.5 (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.
Patch 1.1.4 (30 October 2018)Gameplay:
Submarine torpedoes can be manually fired individually, by lowering the spread below the minimum.
AI carrier fleets will retreat if all their bomber flights have been lost.
Large aircraft drop their payloads (except torpedoes or nuclear bombs) as multiple bombs.
Added a button to select all kamikaze aircraft on a ship.
Added buttons to select all bombers, torpedo bombers, kamikazes, and fighters, and to recall all aircraft, to airfields.
Aircraft repair at the same rate regardless of their toughness.
Bug fixes:
Fleets should not be repositioned in a port attack if they are raiding with aircraft outside gun range.
Fixed a bug that could cause ships to be partially disassociated from their fleet in patch 1.1.3.
Fixed a bug that could cause the tutorial to become stuck.
Aircraft selection buttons immediately refresh upon swapping out aircraft payloads.
UI:
Colour-coded the fleet morale icons.
Added an option to simplify flight UIs.
Added additional feedback when weapons are unable to fire.
Patch 1.1.3 (26 October 2018)Gameplay:
Submersible fleets will deep-dive when attacked on the bridge, and will automatically return to periscope depth after some time has passed.
Ports don’t send aircraft against deep-dived fleets, and aircraft don’t do damage to deep-dived submarines in bridge combat.
Orphaned flights from lost carriers will store themselves in the nearest airfield’s hangar, not the runway.
If flights are launched with an order to attack or intercept, but no targets are available, they will patrol in the air for a while before landing.
Updated the initial positions of fleets at the start of a port battle.
The escape key opens the options screen, rather than the fleet screen.
When an ASW aircraft’s last remaining target dives and hides, the plane will bomb its last known position.
Bug fixes:
Fixed a bug that could cause aircraft to freeze in midair during combat.
Independent flights should no longer bunch up when loading an aircraft squadron into combat.
Convoys don’t discard the supplies in their hold when collecting new ones from a port.
Rations are consumed at the correct rate on ships.
Fixed a bug where destroyed aircraft could complete their launch procedure from a sinking carrier.
Fixed a bug where a flight could land but remain in a squadron, breaking the squadron list.
Morale updates as normal when a ship is docked.
Fixed squadron list elements getting stuck if dragged and double-clicked.
Fixed a bug where split up squadrons in a fleet would end up with the same name.
Fleets that are forced out of a port due to enemy attack will not automatically dock again if given a new order.
Fixed aircraft flying further than their range will allow at high timescales.
Non-ASW aircraft do not try and bomb submerged submersibles when they lose all other bombing targets.
UI:
Adjusted the colours of the squadron list and rectangular unit markers, to make the currently selected unit clearer.
Added a bindable key to show and hide the UI in the combat view.
Independent flights should no longer bunch up when loading an aircraft squadron into combat.
Convoys don’t discard the supplies in their hold when collecting new ones from a port.
Rations are consumed at the correct rate on ships.
Fixed a bug where destroyed aircraft could complete their launch procedure from a sinking carrier.
Fixed a bug where a flight could land but remain in a squadron, breaking the squadron list.
Morale updates as normal when a ship is docked.
Fixed squadron list elements getting stuck if dragged and double-clicked.
Fixed a bug where split up squadrons in a fleet would end up with the same name.
Fleets that are forced out of a port due to enemy attack will not automatically dock again if given a new order.
Fixed aircraft flying further than their range will allow at high timescales.
Non-ASW aircraft do not try and bomb submerged submersibles when they lose all other bombing targets.
UI:
Updated the Chinese-language localisation.
Adjusted the colours of the squadron list and rectangular unit markers, to make the currently selected unit clearer.
Added a bindable key to show and hide the UI in the combat view.
Patch 1.1.2 (25 October 2018)Gameplay:
When ordered to attack, ships in a formation will stay in formation until their target is close to weapon range.
Bombers that have not yet dropped their payload will continue with an attack order even if the squadron leader is returning to its carrier or airfield.
Fighters automatically return home after expending their ammunition, but others in their squadron may likewise continue with an intercept order.
Added a toggle to bottom right of airfields to forbid their AI from automatically launching aircraft.
Added alert popups for spotting enemy aircraft.
Removed alert popups for spotting enemy convoys, or enemy fleets that are not currently at war.
A ship’s seaplanes floating on the water will automatically return home when the player leaves the area.
Seaplanes on the sea are visible in the bridge view.
Submersibles are less effective against ASW-armed ships in bridge combat.
Shifted some ports’ supply drop-off points.
Added more randomised names for non-historical US battleships.
Bug fixes:
Fixed a bug where an excessive number of sounds could attempt to play and reduce performance.
Aircraft squadron markers on the bridge show the total number of planes in the squadron, not just in the lead flight.
Bombers cannot bomb ports at an excessive distance during bridge combat.
Fixed a bug often preventing land-based AAA batteries from firing in bridge combat.
Reduced the lethality of land-based AAA in bridge combat, when it does fire.
The South Dakota-class battleship’s model now has all three 16-inch gun turrets.
Fixed a bug preventing damaged aircraft on an airfield from repairing.
Fixed a bug that could cause non-player faction squadrons to spawn in a tight cluster.
The exchange panel on the fleet screen shows the correct port’s name.
Improved AI for ships following a formation, so they will not intermittently try to double back on themselves.
Players can no longer order a flight armed with torpedoes or depth charges to attack a port.
Fixed a bug where a move order could end up targeting the wrong position.
Ensured the American campaign always starts at war, and the war state is correct when loading older saves.
Ensured that landed aircraft load from saves on their home carrier or airfield.
Ports do not send aircraft against deep-diving submersible fleets on the bridge.
UI:
Updated the intercept order icon on the squadron list.
Depleted bomb or ammunition icons are now red.
Patch 1.0.7 (01 October 2018)Gameplay:
Local AA weapon range increased to 1km.
Evasive manoeuvres account for ships’ turning speeds.
Carrier fleets with launch permission toggled off will request permission to send aircraft against their ordered target fleet.
Ships’ local orders are cleared upon leaving combat view.
UI:
Added a windowed mode option.
Added support for more screen aspect ratios.
Updated Chinese-language text.
Reduced scrolling speed on Windows.
Bug fixes:
The South Dakota-class battleship is fully armed with 16-inch guns.
Atlanta-class cruisers now have twin 5-inch gun turrets.
The North Carolina-class battleship model shows the correct number of 16-inch guns per turret.
Ships in combat view always keep moving towards their bridge order’s destination, if they have no other orders.
Ports that finish upgrading while selected display their new aircraft.
Fixed a crash that could happen when checking aircraft height.
Fixed a bug causing aircraft stored in ports not to be saved.
Selecting all of an aircraft type on the bridge shows the range circle.
Flights with no aircraft remaining can be seen, and swapped out, on the flight selection panel.
Fixed a bug resulting in a merged fleet remaining partially docked.
Fixed a bug causing destroyed coastal structures to become active without repairing.
Removed delay on AI-controlled flights launching at high timescales.
Ports with functioning airfields won’t wait for nearby ports with destroyed airfields to launch first.
Ships with an upgraded damage stat and point value don’t lose it when loaded from a save.
DP guns automatically changing does not switch ships’ guns to manual fire mode.
The radial orders menu shows the correct order options when a squadron is selected.
Fixed ships sometimes bombarding destroyed structures and ignoring intact ones.
Fixed some UI elements for high UI scales.
Fixed an instance of aircraft incorrectly positioning themselves on carrier decks.
Fixed weapon subsystems sometimes showing incorrect crew assignments after loading a save.
Known Issues
We are still experiencing some invisible planes occasionally in combat view and are looking at pinning it down for the next patch
Patch 1.0.6 (26 September 2018)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.
Patch 1.0.5 (20 September 2018)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.
Patch 1.0.4 (20 September 2018)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.
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