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Steam announcementView the game on SifterOctober 1, 2026

Sea Power Update 0.8.3 — Campaign Updates, New Command Tools, Combat Overhauls

Hello from the Triassic Games team!

Sea Power is on sale as part of the Steam Autumn Sale beginning today, running through October 8th!

In addition, we have updated Sea Power to v0.8.3 today. This update brings more variation and continuity to Pacific Strike campaign, new ways to arrange your map and issue standing orders, major changes to how ships respond to threats and use their guns, and a substantial collection of new units, weapons, tools, and fixes.

Here are the main highlights:

  • Pacific Strike missions now draw their opposition from a persistent enemy theater force, which you can follow through the new Situation tab.
  • Picture in picture gives you a larger tactical map while keeping the 3D view visible (a la Janes Fleet Command). An early, Phase 1 multi-monitor option lets you move the 3D view to a second screen.
  • Standing Orders (formerly the Doctrine Panel) lets you set behavior globally, then override it for individual formations and units.
  • New OODA and electronic warfare systems give combat-system capability, reaction time, datalinks, ECM, and countermeasures a greater role in engagements.
  • A gunnery overhaul changes how fire-control solutions, gun accuracy, and CIWS are simulated.
  • New units include the much anticipated VLS Ticonderoga, VLS Spruance, and others.

Please note: Update 0.8.3 is not the Royal Navy update. The Royal Navy and Argentina content, together with the Falklands campaign, are being prepared for a separate release. We have an update on that schedule below.

A Changing Enemy Theater in Pacific Strike

Pacific Strike now uses Dynamic Unit Generation across its missions. Instead of every supporting enemy force being fixed in advance, the campaign can select escorts, coastal forces, aircraft, and other units from a theater roster when a mission begins. Key named ships that are part of the campaign story remain in place.

The new Situation tab lets you review what is known about enemy forces in the theater. It records units you have encountered and those you have destroyed, so the picture develops as you progress. An enemy unit that survives an encounter may appear again later. This should make each campaign run less predictable while giving your actions more continuity from one mission to the next.

Pacific Strike remains a Task Force Mode campaign with linked missions; this change adds variation and persistent enemy-force tracking within that structure. Note: if you are a campaign builder and interested in using the Dynamic Unit Generation system, please review the guide here.

The Situation tab accessible from the bottom bar will now show the known enemy forces in the theater. Losses are tallied, recorded, and shown to the player whenever requested. Units destroyed in the early missions will not reappear later on.

Campaign Setup Window Overhaul

V0.8.3 introduces a change in how Task Force Mode campaigns are launched - instead of assigning Commanders inside the campaign, Commander setup is now done pre-launch, as part of an overhaul of the campaign setup window:

Setup your Commander and choose your difficulty settings before campaign launch. This is part of an overhaul for the campaign UI that will later support Dynamic Campaigns.

Picture in Picture and Multi-Monitor Phase 1

You can now press Tab to expand the tactical map while keeping the 3D view in a smaller picture in picture window. It is a way to give the map more space without losing sight of the action. The previous map-only behavior remains available as an option.

Update 0.8.3 also introduces the first phase of multi-monitor support. If you have a second display, you can place the 3D view there while keeping the map and game interface on your primary display. This is an early feature with a specific scope: full multi-monitor support is planned for a later update.

To enable Picture-in-Picture, just hit Tab to expand the tactical map.

Hit Tab to expand the map to full screen, and by default the 3D view will appear as a Picture-in-Picture mode. Use the map options at top right (hamburger menu) to enable or disable "World View" as Picture-in-Picture.

Enabling World View on Another Monitor

To enable World View on another monitor, navigate to Options > Video and then scroll down to find World view monitor settings. Note that only the 3D view can be moved at this time. Full multi-monitor support is planned for later on.

Standing Orders and Formation Manager Updates

The new Standing Orders panel gives you a more direct way to control how your forces behave without repeating the same orders for every unit. This capability was formerly known as the Doctrine Panel.

You can set orders for your force as a whole, then make exceptions for a formation or an individual unit. Formation and unit settings override the global setting where needed. Global orders can be saved to your profile, while formation and unit orders are saved with the mission.

The panel brings several existing behavior controls into one place and adds more choices, including how ships respond to hostile aircraft and whether they use anti-ship missiles under Weapons Free. We have also updated the Formation Manager with separate tabs for ships, aircraft, submarines, and other unit categories, along with the ability to reorder groups and retain that order when saving.

Standing Orders panel now allows more granular control over unit behavior.

Threat Response and Electronic Warfare

Update 0.8.3 introduces an OODA loop system for how units observe, assess, and respond to threats. When it is enabled, a ship’s combat system matters beyond the weapons and sensors it carries. Reaction time, the number of contacts its combat information center can work on, and the number it can evaluate at once all affect how it handles a busy tactical picture. Datalinks can also help ships share that work within a formation.

The effect is most apparent in air defense: a force facing several simultaneous contacts has to detect and process them before it can respond effectively. Different generations of combat systems should feel different under that pressure.

Electronic warfare has also been rebalanced. Offensive jamming now depends more on range and radar burn-through, while chaff and missile countermeasures better reflect differences in equipment and era. A jammer can remain useful at long range without simply making an opposing radar blind. We have also added defensive noise jamming and revised how missiles resist jamming and deception.

These systems involve a great deal of tuning, and we expect to keep refining their balance with feedback and testing.

The new Status panel for each unit consolidates its OODA info, Flight Deck, Damage Control, and Sensors UI into one clean panel. The OODA loop can be observed from the Engagement tab. As contacts are processed, they move along the board until action is taken against them.

Gunnery Overhaul

Gunfire has received one of the largest simulation changes in this update. Surface gunnery now depends more directly on the quality of the fire-control system, the accuracy of the mount, and the crew’s ability to build and correct a firing solution. More capable directors can establish an accurate solution quickly; older or simpler systems may need time and observed fall of shot to bracket a target.

CIWS has changed as well. Bursts are simulated with projectile flight and accuracy rather than a single abstract interception result. Reaction, tracking, burst length, and the physical performance of the system all contribute to whether it can stop an incoming weapon.

Visibility matters more throughout these changes. Optical fire control is less effective at night without suitable equipment, and aircraft attacking in darkness or poor conditions face more meaningful limitations. Bombing accuracy has also been revised to distinguish the capabilities of different aircraft and their bombing systems.

We will continue tuning individual mounts, fire-control systems, and weapons after release.

USS Fife in gun action off Japan, 1989.

New Units and Weapons

There are many new and revised units in 0.8.3. Two of the largest additions are the VLS Ticonderoga-class cruiser and VLS Spruance-class destroyer, bringing their vertical-launch configurations to the game alongside the weapons and loadout work needed to support them.

Other additions include:

  • Hatsuyuki-class destroyers and modernized Takatsuki and Tachikaze variants for the JMSDF.
  • Various new Soviet ship variants, such as late Udaloy, Sovremenny, Improved Victor III, alongside their new sensors and weapons.
  • The N22 Nomad and Searchmaster maritime patrol derivatives.
  • New Chinese coastal craft and Philippine LSM variants.
  • Weapons including the RIM-66H SM-2MR, RUM-139A VL-ASROC, AA-10 Alamo, late versions of SA-N-1/3/4, and several new ASW and sub-launch weapons from the 50s to the 80s.

Pacific Strike’s available forces have been updated to include the new JMSDF destroyers. Many existing ships, aircraft, sensors, and loadouts have also been revised to better represent their equipment at different dates.

USS Fife (Spruance-class destroyer with VLS modification) firing a Tomahawk

JS Haruyuki (Hatsuyuki-class) bringing more capable anti-surface warfare abilities to the JMSDF roster.

K-138, improved Victor III class with skewback propeller.

MiG-23A showing off the new AA-10 (R-27) missile, with new effects.

A VerticalSM-2MR (RIM-66H) launch from CG-52 Bunker Hill.

Mission Editor Improvements: Air Operations & Others

Scenario creators now have an Air Operations tab for setting up scheduled aircraft routes through the Mission Editor. It brings the existing route system into the interface, with visible waypoints and controls for speed, altitude, sensors, rules of engagement, attacks, refueling, and return to base.

Waypoints can be placed relative to another unit, allowing a CAP or AEW station to move with a task force. The editor also checks a route against the aircraft’s estimated fuel range and warns when the next waypoint may be unreachable. Routes can start disabled and be activated or changed through triggers.

The Mission Editor also adds several tools for building scenarios:

  • Rich-text briefings: Format briefing text directly in the editor. Saving it creates the required briefing files and folder. Note that legacy briefing formats are still supported as well as "Expert Mode" with custom XAML formatting!
  • Zones attached to units: Attach a trigger condition zone to a unit so the zone moves with it.
  • Retreat action: Use a trigger to send specified units to the specified retreat zone.
  • Trigger duplication: Copy an existing trigger as a starting point for a similar event.
  • Force EMCON controls: Force AI ships to remain silent unless they detect a directly inbound dangerous weapon, and change that setting through trigger actions.

More Across Update 0.8.3

Other additions and improvements include:

  • Map and planning tools: clearer weapon seeker and search-pattern previews, position projection and angle tools, wake-homing indications, and more information on range and horizon rings.
  • Unit information: an updated Unit Reference layout, new missile profiles, more fire-control information, and an option to display native or NATO names for Soviet units and weapons.
  • Aircraft operations: improvements to automatic aircraft handling and aerial refueling, including aircraft at bingo fuel seeking a compatible tanker when one is available.
  • Task Force Mode: refinements to campaign setup, difficulty controls, ship loadouts, stores, pricing, and debrief persistence.
  • Sensors and weapons: changes to sonars, sonobuoys, missile guidance, torpedo searches, fire-control radars, and a wide range of weapon performance values.
  • Audio: support for multiple voice speakers within a country, a second US English speaker recorded by Brian Watts, and new Argentine-accented Spanish voiceovers.
  • Stability and saves: fixes for crashes, save/load behavior, campaign persistence, aircraft handling, Mission Editor workflows, and a large number of unit and weapon data issues.
  • Improved visual effects: aircraft and missiles can take damage and catch on fire when hit, CIWS arcs abide by gravity, many missiles now have 3D rocket exhaust effects with 'Mach Diamonds'.

USS Bowen defending itself using guns and missiles.

JASDF F-1 firing an ASM-1 missile, showcasing the new motor effects.

Royal Navy and Falklands

V0.8.3 is a core game update, not the Royal Navy release. Work continues on the Royal Navy and Argentina factions and the South Atlantic 1982 Falklands campaign as a separate content package.

We are currently targeting the end of October or early November for that release, subject to final testing. We will share more of the ships, aircraft, campaign, and scenarios as the package approaches release.

Thank you for your continued support of Sea Power. We hope you enjoy exploring everything in Update 0.8.3.

- The Triassic Games team

HMS Sheffield in action off the Falklands/Malvinas!

Full changelist:

Newly added features in this release:

  • Standing Orders: Added global, formation, and unit-level controls
  • Formation and unit orders can override global orders
  • Formation and unit orders are saved with the mission
  • Global orders can be saved to the player profile

[/*][*]

Standing Orders: Added Left Shift+O hotkey

[/*][*]

Submarines: Added one-sided depth rudder behavior for German submarines

[/*][*]

Weapons: Added torpedo seeker-type switching

[/*][*]

Aircraft: Added option to launch player aircraft on Weapons Hold

[/*][*]

Weapons: Added BallisticLaunch and OptimizeLoftAlt missile settings

[/*][*]

Aircraft: Aircraft launches now draw ammunition from the flight-deck magazine

[/*][*]

Weapons: Added additional torpedo search modes

[/*][*]

Weapons: Added defensive noise jamming and counter home-on-jam behavior

[/*][*]

Weapons: Added no-escape-zone calculations for missiles

[/*][*]

Weapons: Added home-on-jam behavior for offensive jamming

[/*][*]

Electronic warfare: Difficulty settings now affect chaff and ECM

[/*][*]

UI: Added picture in picture mode; Tab maximizes the map and keeps the 3D view in a smaller window, with the previous map-only behavior still available

[/*][*]

UI: Added Phase 1 multi-monitor support; the 3D view can move to a second monitor while the game UI remains on the first. Full multi-monitor support is planned for a later update

[/*][*]

Formation Manager: Added unit-category tabs, group reordering, and saved group order

  • Added tabs for each unit category (Ship, Air, Sub, etc)
  • Groups can now be reordered
  • Group order is saved/loaded

[/*][*]

Options: Added separate NATO/native naming settings for units and weapons, including native names for Soviet units and weapons (requires restart)

[/*][*]

Map: Added weapon seeker area previews when hovering over a target

[/*][*]

Map: Aim tool for circle search and spiral search

[/*][*]

Map: Added position projection and protractor tools

[/*][*]

Map: Wakes display when shooting wakehomer

[/*][*]

Map: Added text description of range and horizon rings when weapons are selected

[/*][*]

Options: Added option to disable missile evasion

[/*][*]

Unit Status: Added a consolidated window for engagement, sensors, flight deck, and damage control (Shift+Y)

[/*][*]

Map: Added default drawing-color selection

[/*][*]

Orders Panel: New "Ships use anti-ship missiles on Weapons Free" toggle

[/*][*]

Encyclopedia: Added profiles for all air-to-air and air-to-surface missiles

[/*][*]

Encyclopedia: Added fire-control information

[/*][*]

UI: Added warnings and tooltips for daylight-only aircraft and loadouts used at night

[/*][*]

Encyclopedia: Added more weapon profiles

[/*][*]

Mission Editor: Added an Air Operations tab for scheduled aircraft routes

  • Existing CivilianRoutes can be edited through the UI
  • Waypoints support speed, altitude, sensor and ROE changes, attacks, refuelling, and return-to-base orders
  • Waypoints can be placed relative to a unit for moving CAP and AEW stations
  • Routes support player, neutral, and enemy aircraft
  • The editor estimates range from loadout, speed, and altitude and warns about unreachable waypoints
  • Routes can be enabled, disabled, and reactivated through triggers

[/*][*]

Mission Editor: Added rich-text briefing editing with automatic briefing file and folder creation

[/*][*]

Mission Editor: Force EMCON toggle for ships; if enabled, ships will only radiate if a directly inbound dangerous weapon is detected

[/*][*]

Mission Editor: Added Force EMCON settings to the Enable/Disable Systems trigger action section

[/*][*]

Mission Editor: Added a Retreat trigger action that sends specified units to a retreat zone

[/*][*]

Mission Editor: Added button to duplicate a trigger

[/*][*]

Mission Editor: Trigger condition zones can now be attached to units

[/*][*]

Mission Editor: Patrol Zone work in progress

[/*][*]

Mission Editor: Added national flag display to Mission Editor, Flight Deck, and Air Group setup

[/*][*]

Modding: Added CanDetectAirToAirMissiles flag for radars

[/*][*]

Modding: Added California as an example of date-based ship loadouts

[/*][*]

Task Force Mode: Added authoring and Workshop support

  • Mission Editor: Added new Line map label type
  • Mod Manager: new Task Force Mode workshop tag

[/*][*]

Task Force Mode: Added ship loadout revert option to the Stores menu

[/*][*]

Campaign: Added dynamic enemy unit generation and a Situation view that tracks known enemy theater forces

  • The Situation tab shows known enemy forces and their status
  • The theater roster updates as units are encountered or destroyed
  • Enemy units encountered but not destroyed have a higher chance of appearing again
  • Named story units remain authored; escorts, coastal forces, and aircraft receive most of the variation
  • Enemy forces are selected when a mission begins and saved so restarting that mission keeps the same selection

[/*][*]

Units: Added ability to assign a specific default loadout to older units

[/*][*]

Units: Added date-based ship loadout selection in the Mission Editor and an empty-loadout option for Task Force Mode

[/*][*]

Units: JMSDF Hatsuyuki-class DDs

[/*][*]

Units: Improved Victor-III SSN

[/*][*]

Units: Added Argentina mast flag

[/*][*]

Units: N22 Nomad light transport aircraft and Searchmaster MPA derivatives

[/*][*]

Units: Added SS-1C Scud-B TBM (R-17 Elbrus)

[/*][*]

Units: Bunker Hill CG

[/*][*]

Units: Spruance (VLS) DD

[/*][*]

Units: Type 021 PTG (Huangfeng-class)

[/*][*]

Units: JMSDF Takatsuki FRAM variant

[/*][*]

Units: JMSDF Tachikaze FRAM variant

[/*][*]

Units: Type 6602 PT (P-6 variant) for China/PLAN

[/*][*]

Units: Philippine LSM-1 variants for Isabela, Batanes, Western Samar, and Oriental Mindoro

[/*][*]

Weapons: Added introduction and full-service dates to most weapons (Soviet weapon data remains in progress)

[/*][*]

Weapons: AA-10 Alamo in four variants (R-27R/T, R-27ER/ET)

[/*][*]

Weapons: SA-N-10 Grouse (9K38 Igla)

[/*][*]

Weapons: SA-N-12 Grizzly (9M317 Uragan-Tornado)

[/*][*]

Weapons: SS-N-22B Sunburn-B (3M82 Moskit-M)

[/*][*]

Weapons: Mark XI Depth Bomb

[/*][*]

Weapons: Added RIM-66H SM-2MR

[/*][*]

Weapons: Added RUM-139A VL-ASROC

[/*][*]

Weapons: Added Mark 81 250lb bomb

[/*][*]

Weapons: SAET-50M passive-homing antiship torpedo

[/*][*]

Weapons: SET-53M passive-homing anti-submarine torpedo

[/*][*]

Weapons: 53-61 wake-homing torpedo

[/*][*]

Weapons: SA-N-4C (Osa-MA2)

[/*][*]

Weapons: SA-N-3B (Shtorm-N)

[/*][*]

Weapons: SA-N-1D (Volna-N)

[/*][*]

Sensors: Added placeholder sensor names to avoid signature-window errors

[/*][*]

Voiceovers: Multiple speakers per country are now possible, with different speakers randomly assigned to each unit

[/*][*]

Voiceovers: Added second US English speaker (thanks to Brian Watts!)

[/*][*]

Voiceovers: Added Argentine-accented Spanish voiceovers for Argentina & Chile, and as placeholder for Cuba and Spain

[/*][*]

Audio: Added optional overlapping unit voiceovers (off by default)

[/*][*]

Audio: Added option to disable jammer voiceovers

[/*]

Changes from previous release:

  • Aircraft: Improved automatic aircraft handling
  • Weapons: Improved missile simulation
  • Weapons: Improved bomb guidance logic
  • Sensors: Revised ECM statistics across all sets
  • Aerial Refueling: Aircraft at bingo fuel now return to the closest compatible tanker; if none is available, they return to base
  • Sensors: Overhauled offensive ECM; jamming effectiveness now depends on radar burn-through and can extend to 1,000 km
  • Aircraft: Player aircraft now return to base on Weapons Hold
  • Aircraft: Improved air-dropped torpedo logic
  • Weapons: Overhauled gunnery and CIWS ballistics; continued tuning fire-control statistics, surface accuracy, and missile hit rates
  • UI: Hiding the UI now hides the cursor in Steam builds
  • Map: Weapon aim previews on contact hover now appear only for localized contacts
  • Encyclopedia: Updated encyclopedia formatting and added more info to units
  • Doctrine Panel: Doctrine Panel is now "Standing Orders" to better reflect its purpose
  • Doctrine Panel: "Ships on Weapons Tight engage hostile aircraft" flipped to off by default - added tooltip explaining this change can cause ships to turn on radar to engage
  • Doctrine Panel: Ship auto-align toggle moved to Surface Vessel group and defaults to On
  • Formation Manager: Double clicking a formation no longer auto-expands it
  • Orders Panel: "Player units auto attack surface" removed from Options and relocated into Standing Orders panel where it belongs
  • Formation Manager: Selecting formation members no longer auto-expands the formation dropdowns
  • Formation Manager: Removed the unit role descriptor from FM as this serves no purpose currently
  • Encyclopedia: Changed Unit Reference layout to improve UX
  • Encyclopedia: Improved Unit, Weapon, and Sensor Reference layouts at different UI scales
  • Mod Manager: Various overhauls to improve usability of mod manager
  • Mission Editor: Improved aircraft selection when placing aircraft groups; fixed double-click required to place them
  • Modding: Improved INI and asset loading
  • Task Force Mode: Updated UI to use new crew skill colors and symbols; removed unused units from the Pacific Strike player roster
  • Task Force Mode: UI now uses the new crew skill colors and symbols

[/*][*]

Campaign: Pacific Strike: Removed unused units from the player TF roster (Alaska, Kitty Hawk, etc)

[/*][*]

Task Force Mode: Moved all commander setup into campaign pre-launch setup window; added ability to customize all difficulty options

[/*][*]

Task Force Mode: Improved custom ship loadouts

[/*][*]

Task Force Mode: Campaign difficulty settings are now sliders

[/*][*]

Campaign: Pacific Strike: Added Tachikaze (FRAM), Takatsuki (FRAM), and Hatsuyuki DDs to Pacific Strike

[/*][*]

Campaign: Pacific Strike: Updated all missions to use dynamic unit generation

[/*][*]

Campaign: Pacific Strike: Removed Heku variants from enemy ORBAT

[/*][*]

Scenarios: Replaced Philippine LSM-1 name overrides with vessel variants

[/*][*]

Campaign: Pacific Strike: Reduced timer required to clear 08

[/*][*]

Scenario: Updated Perry in Narvik Counterattack to remove RIM-66E

[/*][*]

Campaign: Pacific Strike: Removed Yak-38 from mission 02 roster

[/*][*]

Units: Delta III SSBN now has a 'Late' loadout with a towed array

[/*][*]

Units: MiG-23A now has N019K radar, AA-10 capability

[/*][*]

Units: Spruance DD (ASROC) now has an 'Early' loadout without Mk-23 TAS, and RIM-7H

[/*][*]

Units: Spruance DD (ASROC, ABL) no longer has SQR-18 towed array as they did not ever have these in service

[/*][*]

Units: Virginia CGN now has SQS-53A hull sonar in all loadouts

[/*][*]

Units: All aircraft now have unique RCS values, generally somewhat larger

[/*][*]

Units: Differentiated chaff types; earlier units now have less effective countermeasures

[/*][*]

Units: Removed chaff on SKR Petya 2/3

[/*][*]

Units: Added chaff on Sa'ar 1 PTG

[/*][*]

Units: Added SQQ-23 PAIR (upgraded SQS-23) to 80s versions of: Leahy, Long Beach, Adams, Coontz

[/*][*]

Units: OQS-4 sonar for FRAM Tachikaze

[/*][*]

Units: F/A-18 AirToAir tank configuration

[/*][*]

Units: Udaloy-class - now has three loadouts with varying SAM and radar capabilities

[/*][*]

Units: Sovremenny-class - now has 'Late' loadout with Top Plate and SS-N-22B/SA-N-12

[/*][*]

Units: Added SA-N-10 to Ivan Rogov BDK, RO-RO CVL, Tarantul PTG

[/*][*]

Units: Knox FF now has ASROC launcher split into two weapon systems, one for ASROC and one for AShMs

[/*][*]

Units: Los Angeles maximum speed 35kt -> 32kt (data now accurate for D1G core @150MWt)

[/*][*]

Units: T2 Tanker - added loadout specifically for the gun, by default does not have a gun

[/*][*]

Units: Alaska CGN ArmorType Heavy -> Moderate

[/*][*]

Units: CV Forrestal - added phoenix in default flightdeck loadout

[/*][*]

Units: Diesel-electric subs stats, mostly underwater endurance

[/*][*]

Units: All aircraft now have proper configs for aerial refueling

[/*][*]

Units: Changed Tu-22M2 to probe and drogue refueling type

[/*][*]

Units: Corrected ammunition names, AAM seeker types, Metel designation, and Soviet SAM brevity

[/*][*]

Units: Added new optical views for gunship helicopters

[/*][*]

Units: Increased reaction time of american FF/FFG combat systems (temporary measure)

[/*][*]

Units: Improved Victor-III SSN now has updated textures

[/*][*]

Units: Added TEST-71 to default Victor-II SSN loadout

[/*][*]

Units: Added peace signing plaque to BB-63 Missouri

[/*][*]

Units: Added LoadoutDate entries to B-52G, F-5E, AH-1T, AV-8C, A-6E, A-7E, EA-6B, F/A-18, and P-3C

[/*][*]

Units: La Combattante, Pegasus - now has Mk92 search radar

[/*][*]

Units: Expanded missile firing arcs for: Adams (all), Virginia, California

[/*][*]

Units: adjusted DateBased year switches of AGM-84D to 1988 for A-6E, F/A-18A, B-52G (based upon SWIP and B-52G ASuW upd. IOCs)

[/*][*]

Units: added AGM-88 HARM via DateBased loadout to A-6E after 1988

[/*][*]

Weapons: Increased fire rate of SA-N-9 launcher from 20rpm (3s reload) to 30rpm (2s reload)

[/*][*]

Weapons: Increased speed of SS-N-16 (600kt -> 1000kt)

[/*][*]

Weapons: Various changes to soviet SAMs: SA-3, SA-11, SA-N-6, SA-N-7, SA-N-9

[/*][*]

Weapons: Various changes to US SAMs: RIM-7E/H, RIM-7M, RIM-66E, RIM-66G, RIM-67C

[/*][*]

Weapons: Adjusted Mk44 diving depth 3000ft -> 1000ft

[/*][*]

Weapons: Revised ECCM statistics for all missiles

[/*][*]

Weapons: Revised low-altitude performance of SA-N-4

[/*][*]

Weapons: Revised hit chances and penalty modifiers for many US and USSR SAMs and AAMs

[/*][*]

Weapons: Removed Home-On-Jam from all AAMs other than AIM-54A (AA-7C, AA-6C, AIM-7M, Super 530F)

[/*][*]

Weapons: Adjusted radar-cross-section of many larger AShMs

[/*][*]

Weapons: Restored a small amount of loft for missiles at shorter ranges

[/*][*]

Weapons: Adjusted flight profile of SA-N-1, SA-N-3

[/*][*]

Weapons: RGM-109 name now 'TLAM-C' or 'TASM' instead of just 'Tomahawk'

[/*][*]

Weapons: MG-74, TEST-71, USET-80 - very slight tweaks to speeds and max depth

[/*][*]

Weapons: SST-4 Torpedo - added wire parameters

[/*][*]

Weapons: D-704 refuel pod fuel changed to 908kg

[/*][*]

Weapons: Added Home On Jam to: SS-N-3B, SS-N-9, SS-N-12, SS-N-19, SS-N-22

[/*][*]

Weapons: Adjusted characteristics of SS-N-19: Seeker band X -> Ka, TerminalAlt 40ft -> 32ft, MaxVelocity 970kt -> 1100kt

[/*][*]

Weapons: Marginal improvement in maneuverability and low-alt capability of SA-N-1C, SA-N-3, SA-N-4B

[/*][*]

Weapons: Adjusted parameters of AK-230, AK-630 CIWS

[/*][*]

Weapons: Added Phalanx Block 1 (more ammo, fast reload, faster fire rate) to Bunker Hill, Spruance VLS, Perry Long-hull (Late), Iowa BB

[/*][*]

Weapons: Added new 'late' texture for SA-N-1C

[/*][*]

Weapons: RIM-2, RIM-24, RIM-66, RIM-67 - marginal (5%) reduction to out-of-alt penalty value

[/*][*]

Weapons: SA-3, SA-N-1C, SA-N-4B, SA-N-3 - adjusted ECCM, max attack speed, and out-of-alt penalty modifier

[/*][*]

Weapons: SET-65, 53-65K, USET-80 - allow use from all soviet 533mm tubes, including shipboard ones

[/*][*]

Weapons: Reduced minimum range of Soviet AAMs (by about half)

[/*][*]

Weapons: Slightly increased base seeker range of AA-6D and AA-7D (6nmi -> 7nmi)

[/*][*]

Weapons: Slightly reduce drag on AA-8 to correspond with R-60MK's performance

[/*][*]

Weapons: Clarified bombing accuracy information and added debug information

[/*][*]

Weapons: Added 'Timed' fuze property to some rounds, instead of the default proximity fuze

[/*][*]

Weapons: Small tweaks to CIWS hit rates, slightly lower

[/*][*]

Weapons: Experimental volumetric rocket motor effects for AAMs and some SAMs (work in progress)

[/*][*]

Sensors: Reduced SPY-1A's RangeResolution 93m -> 4m

[/*][*]

Sensors: All air search radars lowered gain accordingly (as aircraft are larger targets now)

[/*][*]

Sensors: Removed IdentificationRate from all ESM sensors as it was causing issues

[/*][*]

Sensors: Increased performance of some soviet sonars (VDSs especially) and SQS-23

[/*][*]

Sensors: Add limited AirSearch capability to Mk92_Search, Pot_Drum, Peel_Pair

[/*][*]

Sensors: Updated sonar shadow zones and bottom reverberation

[/*][*]

Sensors: APY-1 no longer capable of detecting surface targets

[/*][*]

Sensors: Sonobuoys now have reduced gain, specified frequencies

[/*][*]

Sensors: Unified sensor positions, with INI-configurable offsets

[/*][*]

Sensors: USN submarine ESM sets have slightly increased range

[/*][*]

Optical views: Added new optical views and replaced stabilized LLLTV on many ships with historically appropriate sights

[/*][*]

Sensors: SPY-1A minimum altitude 10m -> 0m

[/*][*]

Performance: Improved map and sonar performance

[/*][*]

Updated translations

[/*][*]

Updated Steamworks SDK to 2025.164.1 (SDK 1.64)

[/*][*]

Updated Sentry to 4.10.0

[/*][*]

UI: Updated Noesis framework to version 4.0

[/*][*]

Audio: Reduced helicopter volume and added INI-configurable helicopter engine volume

[/*][*]

Performance: Changed wake bubble object type to reduce clutter in objects list

[/*][*]

Performance: Cleaned up incoming threat and weapons tracker

[/*][*]

Performance: Moving wave sample code into burst job

[/*]

Fixes from previous release:

  • AI: Improved target prioritization for aircraft
  • Aircraft: Fixed aircraft failing to dive to engage low targets
  • Aircraft: Fixed dive and pull-up maneuvers
  • Environment: Fixed snow appearing during summer in the Falklands
  • Aircraft: Corrected minimum drag coefficient selection and restored proper acceleration
  • Weapons: Implemented shoot-look-shoot behavior for two-missile and saturation salvos
  • Standing Orders: Fixed Weapons Tight air engagements unnecessarily activating radars and breaking EMCON
  • Aerial Refueling: Formation leaders would ignore refuel orders and halt the entire process
  • Aircraft: Fixed slow carrier action
  • Aircraft: Added failsafe for manually tampering with holding queue
  • Aircraft: Formation aircraft accelerating differently on an attack run
  • Aircraft: Aircraft leader slows down after launch so wingmen can easier catch up with formation
  • Aircraft: Fixed altitude jump on joining formation
  • Weapons: Fixed CIWS issues introduced during the gunnery overhaul
  • Aircraft: Fixed bombing dispersion bugs
  • Aircraft: Fixed low-level attack altitude correction
  • Aircraft: Fixed aircraft diving when they should not during weapon drops
  • Aircraft: Fixed bombs sometimes failing to release at very low altitude
  • Aircraft: Fixed bombing accuracy
  • Aircraft: Ground attacks at night now require suitable vision capability
  • AI: Fixed CAP aircraft being excluded from CAP after save/load
  • UI: Fixed VLS cell menu display
  • UI: Fixed missile display graphs
  • UI: Fixed range graphs
  • UI: Fixed jamming display behavior and fighters failing to attack ground units
  • UI: Fixed angle tool tooltip
  • UI: Display "No layer" instead of NaN ft when no layer exists
  • UI: Fixed map tool tooltips
  • UI: Fixed Harpoon popup behavior
  • UI: Fixed missing checkmarks for rally-point altitude
  • UI: Fixed issues with the DM Sonar tool
  • UI: Fixed a freeze when scrolling during weapon hover
  • UI: Fixed CIWS information display
  • UI: Fixed incorrect radar-band warning for anti-radiation missiles
  • Encyclopedia: Fixed searches while paused and reduced search lag
  • Formation Manager: Disbanding formations no longer removes the lead ship from formation manager
  • Unit Status: Fixed OODA panel getting stuck after launching a second mission
  • Encyclopedia: Fixed text wrapping in Unit Reference filter buttons
  • Encyclopedia: Fixed incorrect material loading
  • UI: MoveToEngage state now displays the target and weapon being used
  • Mission Editor: Mission briefing previews are now unified across both legacy format and the new generated briefing map format
  • Mission Editor: Briefing folder was not being properly created from the UI when new briefing text was entered and saved
  • Mission Editor: Nation selection for adding groups shows Civilian option again
  • Mission Editor: Civilian ships can once again be added properly
  • Mission Editor: Aircraft can be added to groups properly with single click; aircraft update properly when new aircraft is selected
  • Modding: Added opt-in CORRECT_OBJ_ORIENTATION flag for OBJ root meshes
  • Task Force Mode: Corrected point scoring for fire-control radars
  • Task Force Mode: Awarded units would sometimes incorrectly appear as part of the task force in the debrief
  • Task Force Mode: Fixed missions awarding rewards twice in certain cases
  • Task Force Mode: Fixed civilian penalties not following campaign prices
  • Task Force Mode: Point calculator now includes optional default weapons
  • Task Force Mode: Crew skill rules for mission survival promotion are properly reflected in campaign rules for all difficulty modes
  • Task Force Mode: Fixed point values for weapon swaps
  • Task Force Mode: Fixed points scaling on manually set prices
  • Task Force Mode: Fixed lag in some TF Mode menus
  • Task Force Mode: Restored option for picking commander of any nation when Unrestricted Mode is enabled
  • Task Force Mode: Fixed some pricing errors for stores editor
  • Task Force Mode: Opening Encyclopedia from TF mode UI will now show full Encyclopedia, vs single unit pages
  • Task Force Mode: Fixed date-based pricing and points duplication when buying or selling empty units
  • Task Force Mode: Point costs now account for bombing accuracy and night bombing capability
  • Campaign: Fixed missing briefings for generated missions
  • Campaign: Fixed a potential crash in linear campaigns
  • Campaign: Fixed cases where unit persistence did not work correctly
  • Campaign: Pacific Strike: Fixed Kirov waypoints in 05; added variability to enemy air recon patrol paths
  • Campaign: Pacific Strike: Added retreat zone to 01 for enemy units; altered victory conditions
  • Campaign: Pacific Strike: Fixed A-4K in 04 to properly join the player's TF at end of mission
  • Campaign: Pacific Strike: Removed duplicate medals awarded by 09 and 10
  • Campaign: Pacific Strike: Fixed victory trigger for mission 08
  • Campaign: Pacific Strike: Removing Grisha spam from 06
  • Scenario: Fixed Udaloy loadouts in "Narvik Counterattack 1985"
  • Units: Kynda-class cavitation position error
  • Units: HMAS Ovens name typo
  • Units: Fixed default loadouts being ignored when a custom ship default loadout was set
  • Units: Fixed ESM classification times on Kirov, Kiev, Slava, Orel, and Kara
  • Units: Typo in Spruance (ASROC) loadout segment
  • Units: Delta III loadout issue
  • Units: Added missing Krivak I units
  • Units: ERSTA 120mm battery can now fire only at surface targets
  • Units: NumberOfSensorSystems typo with FRAM Takatsuki
  • Units: Corrected Udaloy aft fire-control radar rest angle
  • Units: Tachikaze 1984 livery issue
  • Units: Kashin Mod now has launcher elevation
  • Units: F-111 range is now twice its original value
  • Units: Los Angeles SSN now has corrected ammo loads (four less torpedoes)
  • Units: Sturgeon SSN (80s) - corrected service dates
  • Units: Slava RKR - corrected FCR rest angle
  • Units: Added California date based Harpoons
  • Units: Spruance DD (VLS), Bunker Hill CG - corrected loadouts and fixed launcher setup
  • Units: Fixed load error on Improved Victor-III
  • Units: Fixed N22 Nomad variant issues
  • Units: F-111C crew type no longer Soviet
  • Units: Mairangi Bay length and beam added
  • Units: 100mm 56 TK coastal artillery - corrected armor, firing range and sensor setup
  • Units: 100mm 56 TK coastal artillery - muzzle flash offset
  • Units: Galerna SSK - fixed erroneous sensor setup
  • Units: Aliya PTG - removed duplicate lines
  • Units: CH-46 - removed extraneous position value
  • Units: Added bespoke launcher type to 'Late' Echo-II SSGN, preventing SS-N-3 ships from carrying SS-N-12
  • Units: LOD distances on Iowa BB
  • Units: Fixed random loadouts being lost
  • Units: Virginia, California - restricted gun angles to prevent superstructure clipping
  • Units: Luda 1, Jianghu 1-3 - AdvancedOptics -> Optics (was holdover from original setup)
  • Units: Gun AssociatedSensor arrangement updated or fixed for most ships
  • Units: Missing FCR on Beir Grassa, Tiger
  • Units: Oberon (RCN, RAN) - added wire limit of 2
  • Units: Typo with Long Beach service date
  • Units: Spruance (VLS) and Hatsuyuki now use APDS CIWS ammunition
  • Units: Jianghu 1-3, Jiangdong, ammo type issue
  • Units: Yukan LST visual sensor (AdvancedOptics -> Optics)
  • Units: Removed LoadoutVariant entries from Udaloy to maintain existing mission compatibility
  • Units: Fixed Breakthrough ship variants and loadouts
  • Weapons: Possible fix for Harpoon requiring sensors to fire
  • Weapons: Torpedo guidance wires now block tubes correctly and can be broken manually
  • Weapons: Corrected vertically launched ASROC trajectories
  • Weapons: Corrected SA-N-1, SA-N-1C, and SA-3 kinematics
  • Weapons: Fixed ASROC launches
  • Weapons: Fixed missile guidance interruptions
  • Weapons: Fixed missile datalink connection issues
  • Weapons: Added precaution against RBU rounds colliding with their own ship
  • Weapons: Fixed seeker deafness issues with some torpedoes
  • Weapons: SA-N-4 trajectory
  • Weapons: Fixed missiles falling short of their targets
  • Weapons: SARH and radio-command missiles no longer track targets beyond guidance range
  • Weapons: Fixed terminal seeker handoff after midcourse correction loss
  • Weapons: Fixed an issue that could prevent low-turn-rate missiles from turning
  • Weapons: AS-12 ARM (Kh-25MP) fixed trajectory
  • Weapons: Fixed default torpedo search-mode selection
  • Weapons: Inconsistent in-wake speeds for WH. Now set to terminal-5kts
  • Weapons: Fixed GuidancePodNoAlignment disconnecting from weapons after launch
  • Weapons: Improved TV seeker behavior
  • Weapons: Fixed Shmatalink midcourse correction being invisible to RWR
  • Weapons: Fixed NoseUp rotating only the main missile mesh
  • Weapons: Fixed AS-14B forcing a pop-up maneuver
  • Weapons: Reduced the chance of guns destroying aircraft and missiles
  • Weapons: Motor effect on AA-10
  • Weapons: RIM-66H weapon report image
  • Weapons: AShMs with rocket sustainers now all have in-flight SFX
  • Weapons: AIM-9L/M - removed duplicate lines
  • Weapons: SLQ-25 Nixie - removed duplicate lines
  • Weapons: Fixed torpedoes trying to exceed their maximum depth during transition
  • Weapons: Fixed 53-61 wake-homing trajectory
  • Weapons: Fixed torpedo salvos leaving submarines stuck in alignment
  • Weapons: Fixed Shaddock pop-up occurring away from its target
  • Weapons: Fixed alignment issues and added an alignment debug overlay
  • Weapons: ASM-1 service dates
  • Weapons: Fixed baked data for alias/copy files and timed rounds airbursting against surface targets
  • Sensors: Fixed search sensor logic
  • Sensors: Fixed a search sensor issue that could interrupt radio-command guidance
  • TMA: Land-unit contact uncertainty no longer expands; corrected probability mass function orientation
  • Sensors: Fixed search radars being jammed by defensive noise jammers
  • Sensors: ALT-28 max range
  • Sensors: Fixed fire-control radar altitude behavior
  • Sensors: RTN-10X MaxAltitude value (broke Gabriel missile targeting)
  • Sensors: Fixed low-altitude fire-control radar behavior
  • Optical views: Adjusted LLLTV and night-vision brightness for use at night
  • Sensors: Sonobuoy underperformance (still much lower than 0.8.0 however, as is expected)
  • Fixed null references, crashes, and memory leaks
  • Save/Load: Fixed an overflow issue during load/save
  • Voiceovers: Enemy jamming and under-fire callouts no longer repeat too frequently
  • Save/Load: Campaign save could be loaded only once per session
  • Save/Load: Incorrect loading of mission score
  • Save/Load: Loading save with landing aircraft could get that aircraft destroyed
  • Save/Load: Ammunition for units without a magazine system now displays correctly after reloading a save
  • Save/Load: Player victory state was not saved in game save
  • Save/Load: Survivors onboard aircraft are now properly saved/loaded
  • Save/Load: Map layers were not always saved/loaded
  • Save/Load: Wake bubbles are now properly saved
  • Threat tracking: Corrected 3D-to-2D calculations
  • Voiceovers: Fixed unimplemented Magnum and Bloodhound Loose VOs for US_Male_2
  • Voiceovers: Australian voiceover no longer repeats "multiple" in contact detection reports
  • Localization: Corrected RGM-84D designation in Russian
  • Audio: Fixed persistent CIWS and machine-gun audio loops
  • Voiceovers: Fixed radio effect on the second US speaker Bloodhound Loose callout

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.