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Anniversary Roadmap Update

[p]As we mark the one year anniversary of Sea Power's release into Early Access, we are excited to share the updated Early Access Roadmap that reflects what we have been working on and what is coming next. Our thanks go out to the community for your continued support and feedback over the past year. Here is a look at what's ahead:

[/p][h2]Sea Power soundtrack now on Spotify[/h2][p]Aleksi, the creator of the lovely soundtrack for Sea Power has finally released it to the wild! It's available now on Spotify, Apple Music and other streaming services: Get me to the soundtrack![/p][p] [/p][h2]Beta Branch Hotfix and New Aircraft[/h2][p] We are also rolling out a quick hotfix onto the Beta branch today to fix some issues encountered during testing, especially related to low FPS reported in some situations. In addition, this Beta update includes four new aircraft and several new aircraft weapons: [/p]
  • [p]F-1 strike aircraft for JASDF[/p]
  • [p]T-2 trainer jet for JASDF[/p]
  • [p]SH-5 maritime patrol flying boat for PLAN[/p]
  • [p]F-5A Freedom Fighter (Norway, Netherlands, Greece, Philippines, South Vietnam, Turkey)[/p]
  • [p]New weapons and pylons: LAU-117 Maverick rail, AGM-12B Bullpup, YJ-1 anti-ship missile (for SH-5), and added AGM-65 capability to the F-5E[/p]
[h2]Full changelist:[/h2]
  • [p] Fixed occasional FPS drop[/p]
  • [p] Corrected size and shape of propellers on JMSDF subs[/p]
  • [p] Korean translation[/p]
  • [p] Added F-5A Freedom Fighter (Norway, Netherlands, Greece, Philippines, South Vietnam, Turkey)[/p]
  • [p] Added F-1 strike aircraft for JASDF[/p]
  • [p] Added T-2 trainer jet for JASDF[/p]
  • [p] Added SH-5 flying boat for PLAN[/p]
  • [p] Added LAU-117 Maverick rail[/p]
  • [p] Added AGM-12B Bullpup ASM[/p]
  • [p] Added AGM-65 capability to F-5E[/p]
  • [p] Added YJ-1 anti-ship missile for SH-5
    [/p]

Anniversary Update - New Public Beta Version!

[p]Today, we are updating the Beta branch with two major changes: (1) a complete overhaul of how air operations from airbases and carriers currently function, and (2) native support for loading of 3rd party models for modders! These changes are in addition to another round of bugfixes and other improvements described below. [/p][p][/p][h3]Major Overhaul of Flight Deck Operations[/h3][p]This update of the Beta branch includes a major update for how Flight Decks work in-game. This comes after many community requests for more realistic air ops. Note: because this change is highly impacting to how carriers/airbases work in the game, we have included a difficulty setting in the game's Options to disable or tune it! All new behavior is described here:[/p]
  • [p]All aircraft (including helicopters) now have individual loadout preparation times, and cooldown/servicing times after recovery[/p]
  • [p]Flight Decks now have limited Ground Crews to prep aircraft, and limited Deck Park space for prepped aircraft to wait for launch[/p]
    • [p]Ground Crews are crews available to fuel and arm aircraft - once all Ground Crews are assigned, further prep orders must wait until Ground Crews are available[/p]
    • [p]Deck Park spaces limit the total amount of aircraft that can be waiting to launch at any given time - if Deck Park is full, you must launch off aircraft to free up Deck Park space[/p]
    • [p]Note: prep/cooldown times are shown as timers on the Flight Deck UI. Ground Crews and Deck Park are shown by gauges that will fill up as space is used.[/p]
  • [p]Added a new Rally Point mechanic to allow players to define a rally point and altitude for aircraft launched from the airbase/carrier[/p]
    • [p]To set Rally Point, right click on the airbase or carrier, then go to Flight Deck > Rally Points.[/p]
    • [p]Rally Points can be set for aircraft, VTOL aircraft, and helicopters independently[/p]
    • [p]To set the Rally Point location, click on the rally point unit type and then right click on the map to place it. [/p]
    • [p]Note: rally point visibility is still WIP and will be added soon.[/p]
  • [p]Airbases/Carriers now have limited ordnance stores ("ammunition"), especially of advanced weaponry, such as Phoenix and Harpoon missiles[/p]
  • [p]The Mission Editor has been updated to allow mission-makers to configure prepped aircraft and allocate airbase/carrier ammunition stores[/p]
  • [p]Added a new Flight Deck Timings setting in Options with 3 modes: Realistic, Casual, Arcade. Arcade mode disables prep/cooldown times. [/p]
[p][/p][h3]Native Support for Loading of 3rd Party Models[/h3][p]Loading of 3rd party models (OBJ format) is now supported natively in-game! This greatly simplifies use of mods with custom models, as chain loader tools are no longer required.

Note: Workshop modders who have posted mods with 3rd party models included should test their mods against the Beta branch if possible to confirm their models will load properly. [/p][p][/p][h3]Mission Editor Improvements[/h3][p]Continuous improvement of the Mission Editor is a high priority for our team. With each update, we are bringing new refinements to it as we work through a backlog of requested features from the community. Most of the changes in this update are to support the Flight Deck overhaul, but several requested features have been added as well:[/p]
  • [p]Controls for all new Flight Deck mechanics from within the Mission Editor[/p]
  • [p]Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI[/p]
  • [p]Ability to customize Flight Deck ammunition stores[/p]
  • [p]New trigger actions for weather changes and reactivation of triggers[/p]
  • [p]New waypoints for sonobuoy deployment, including "drop in line" and buoy depth[/p]
  • [p]Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)[/p]
  • [p]Removed unused Stores and Damage dropdowns; these will be added back once functional in the future[/p]
[p][/p][h3]AI Enhancements[/h3][p]This update includes some smaller changes to AI logic. Please see the next section for a broader update on the status of Sea Power's AI.[/p]
  • [p]Refined AI aircraft engagement logic; AI aircraft will now try to engage targets based on priority vs. chasing off after the first identified target[/p]
  • [p]Crew proficiency will now impact speed of AI decision-making (experimental!) [/p]
[p][/p][h2]Update on AI Progress[/h2][p]Improving Sea Power's AI has been a key focus for the team in the second half of this year. Work is proceeding along two main tracks: [/p][p]1. AI Framework: a new moddable/scriptable AI framework is in development, allowing mission and campaign creators to script custom AI behavior. This system will let modders design and share their own AI logic for ships, aircraft, and task groups.

2. Core AI Enhancements: Parallel to the framework, the base game's AI continues to evolve. Recent improvements, all of which are now available in the latest Beta branch, include: [/p]
  • [p]The AI commander is now able to classify player ship and aircraft formations based on certain formation characteristics, such as a group of radar contacts on a similar heading and speed[/p]
  • [p]AI airbases (including aircraft carriers) will launch AEW&C for air surveillance[/p]
  • [p]AI airbases will send up CAP flights of fighters and maintain/refresh them[/p]
  • [p]AI airbases will launch interceptors if an inbound strike is detected[/p]
  • [p]AI airbases will launch attack aircraft with jammer support to attack any player sea or land units detected - airstrike composition will vary based on detected unit characteristics[/p]
[p]Changes to the base game AI that are in currently in progress or planned include:[/p]
  • [p]AI reconnaissance using available assets to search for the player[/p]
  • [p]Expanding AI airstrike capability beyond bomb attacks only[/p]
  • [p]Implementing a Morale based system for AI behavior and reactions[/p]
  • [p]Improved anti-submarine warfare tactics when hunting player submarines[/p]
  • [p]Improving AI use of munitions with proper engagement envelopes for torpedoes and missiles[/p]
  • [p]... and much more![/p]
[p][/p][h2]Full changelist:[/h2][p]
Bug Fixes
[/p]
  • [p] Mission Editor: Some cloud coverage states were not correctly loaded from mission file[/p]
  • [p] Mission Editor: The FlightDeck_AutocalculateAmmo flag didn't load inside Mission Editor[/p]
  • [p] Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck[/p]
  • [p] Scenario: Operation Morvarid map labeling updated[/p]
  • [p] Chinese flag override[/p]
  • [p] Null refs[/p]
  • [p] Submarines went to surface on attack waypoint execute[/p]
  • [p] CAP planes attack own missiles[/p]
  • [p] Resolve potential for undefined Enums to be returned in IniHandler[/p]
  • [p] Newport class LST Barnstable County flown flag of Netherlands by default[/p]
  • [p] Planes currently on RTB become uncontrollable after loading save[/p]
  • [p] Submarine stuck in AI state after being transferred to player by trigger[/p]
  • [p] Wrong torpedo on Shershen class[/p]
  • [p] Civilian routes not functioning with new FlightDeck AI[/p]
  • [p] Wuhan tubes 5 and 6 animation[/p]
  • [p] Nuclearstonk's fixes for Shanghai 2B and Type 010 sensors[/p]
  • [p] Other scenarios folder naming conventions fix[/p]
  • [p] Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions[/p]
  • [p] Faulty terrain at 18.1/118.3 lat/long[/p]
  • [p] Fixed black pixel under sun caused by overflow in the cloud shader[/p]
  • [p] Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting[/p]
  • [p] Kilo had a 6-barrel boomstick[/p]
  • [p] Bayandor CIWS crew not disappearing when ship is sinking[/p]
  • [p] No pilot spawn for F-15 and F-15C[/p]
  • [p] Cirrus cloud fog was disabled[/p]
  • [p] Mk25 default reload time[/p]
  • [p] B-52 phases through ground and Turboprops accelerate wayyyyy too fast[/p]
  • [p] Wingman could block formation RTB if sent to act independently[/p]
  • [p] Different paths in file checker and actual ini[/p]
  • [p] Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints[/p]
  • [p] 050 BMG description[/p]
  • [p] SA-N-3 ghost AO imprint texture fix[/p]
  • [p] Typos in Tutorial 05[/p]
  • [p] RandomTurns provide one more waypoint[/p]
  • [p] VID order breaks waypoint execution for units[/p]
  • [p] At certain cases weapons could not lock at target[/p]
  • [p] Missile objects were not removed after dropping submunitions[/p]
  • [p] Typo in loading aircraft in ready state in Mission Editor[/p]
  • [p] Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types[/p]
[p]
Improvements/Additions
[/p]
  • [p] Updated translations[/p]
  • [p] WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.[/p]
  • [p] E-15 torpedo sensor/noise tweaks[/p]
  • [p] Terrain shaders[/p]
  • [p] Helicopter now automatically cancels unreachable waypoint if it has more waypoints[/p]
  • [p] Submarine emergency surface rework[/p]
  • [p] Limit retarget ability for aircraft AI[/p]
  • [p] Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics[/p]
  • [p] Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance[/p]
  • [p] Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)[/p]
  • [p] IRIAF F-5E refactored to USAF F-5E[/p]
  • [p] Increased damage with depth[/p]
  • [p] Subs can deflood to MIN state[/p]
  • [p] Soviet subs crush depths[/p]
  • [p] Mission Editor: Removed "None" values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action[/p]
  • [p] Mission Editor: Removed Stores and Damage dropdowns until these are implemented later on[/p]
  • [p] Mission Editor: new trigger actions for weather changes[/p]
  • [p] Mission Editor: Checkbox for Unit to disable Flight Deck AI in missions[/p]
  • [p] Mission Editor: Trigger action to activate/deactivate Flight Deck AI[/p]
  • [p] Mission Editor: Reactivate Trigger action; Proper disposal of deleted Triggers from lists[/p]
  • [p] Mission Editor: Sonobuoy drop waypoints and drop in line capability[/p]
  • [p] Mission Editor: Ammunition Stores on the Flight Deck window as new tab[/p]
  • [p] Mission Editor: Random unit spawn UI[/p]
  • [p] New Condition type "NoIncomingWeapons" (experimental)[/p]
  • [p] New loading screens (thanks Cosmo!)[/p]
  • [p] Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)[/p]
  • [p] Allow variant index to be saved in profile images[/p]
  • [p] UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes[/p]
  • [p] P-3C squadron callsigns[/p]
  • [p] Runtime OBJ Mesh Loading - native support for OBJ file loading for modders[/p]
  • [p] Added JASDF pylons for F-1/T-2[/p]
  • [p] Added F-4EJ reference for AN/APQ-120 radar entry[/p]
  • [p] Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes[/p]
  • [p] Prep and cooldown values to all aircraft and helicopters[/p]
  • [p] Added Loadout times to all aircraft and helicopters[/p]
  • [p] EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level[/p]
  • [p] Ability to preset FlightDeck preparation task for aircraft[/p]
  • [p] Player ships will have 1 ASW helicopter ready to launch on mission start[/p]
  • [p] Default status text for submarines[/p]
  • [p] Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks[/p]
  • [p] UK sensors from nuclearstonk for future RN expansion[/p]
  • [p] Jammers are now detectable by ESM, identifying the jammer[/p]
  • [p] WIP on airstrike: ability to have different plane types in one airstrike[/p]
  • [p] Ability to limit AI aircraft to certain usages only[/p]
  • [p] Mission: Arctic Intercept 1985 (NATO)[/p]
  • [p] Implement Deck Park spots in Flight Deck[/p]
  • [p] Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition[/p]

AMA results and FAQ! - Nov. 2025

AMA answers! - 11/12/2025
[p][/p][h3]What a response![/h3][p]Over 200 submissions were made in just 3 days! Thank you all for the many questions, and while we can't answer all of them for various reasons, we happily took some time to answer some of the most pressing questions and some new ones!

We wanted to roll out a new beta today, but we will delay it for 1 to 2 more days for public testing. A new Roadmap will also be released then with some big news![/p][hr][/hr][h2]AMA Answers[/h2][h3]Frequently Asked Questions[/h3][p]Let's go over some of the most repeated questions that we noticed in our AMA form first and foremost![/p]
  • [p]When will the Dynamic Campaign Release?[/p][p]A: We chose to delay it from a 2025 release to a 2026 release in favor of improving the base game systems and performance. It's still very much on our radar and we are looking to resuming work on it once the AI infrastructure is in place.[/p]
  • [p]AI improvements for carriers, submarines, and ships when?[/p][p]A: Very Soon! We have already made some smaller additions to the AI already, but are planning to roll out our AI infrastructure prototype very soon (roughly within this month to the next month). This system will allow for mod makers as well to make their own scripts, and will really open up the game to more engaging combat![/p]
  • [p]Will there be multiplayer?[/p][p]A: It's not really planned at this time. It would require far to much work when we are still working on core systems. There is a tiny chance we explore it, but it won't likely be until far later into the future past full release at this rate.[/p]
  • [p]Will there be Multi Monitor support?[/p][p]A: Not planned at this time, and would be tricky for us to do. There is a possibility in the future, but it would require too much time we need to spend elsewhere right now. We want to see this feature ourselves![/p]
  • [p]Air to Air Refueling when?[/p][p]A: We know the importance of this, and will be working on this in the near future![/p]
  • [p]Royal Navy when?[/p][p]A: Already in the works to some degree![/p]
  • [p]What are the next countries you are considering adding?[/p][p]A: European ones -France, Italy, more of Bundesmarine and of course Royal Navy down the road.[/p]
[h3]Answered Questions from AMA[/h3]
  • [p]SpicyTaco asked - Will there be an Mission Editor similar to DCS or ArmA 3?[/p][p]A: Not at this time. We are constantly working on improving it's functionality at this time, and will have many more features and QOL updates for it in the future![/p]
  • [p]Comrade Thomas - While the emphasis of Sea Power is obviously the missile age, is there a chance we could potentially see an expansion in early Cold War warships across various nations? For example, the SCB modifications of the Essex class carriers?[/p][p]A: The artist and devs have expressed interest in exploring the earlier period of units, so we will see! I can't promise any specifics at this time.[/p]
  • [p]Bobjr - The team behind the game very clearly stated early in development that they were not interested in modeling the use of nuclear weapons in the game. Given that the modding community has become so extensive already, is there any chance that you will change your mind and add nuclear weaponry in the game, so that it can be used for modded scenarios, for an example?[/p][p]A: We have done very limited testing with it, and the performance impact was too noticeable to ignore. We likely will not be looking to add these weapons as well since we see these weapons as a easy 'delete' key for scenarios. It's not impossible, but it's not likely at this moment in time.[/p]
  • [p]Gladio - can you share some samples in the gamefiles that people can learn from, to work on modding the game?[/p][p]A: The game files are almost entirely open to be explored and reverse engineered. Things like carrier air wings, weapon configs, and radar systems are handled in the respective folders. If you have more questions about modding, there are excellent community resources located in the BUORD naval modding community. If you want to join their discord here: https://discord.gg/6XrUn6AaDH[/p]
  • [p]ZeRichtofen - Hello dev team! I was wondering if there was any plans for improved fire and smoke from damaged ships? The fire and smoke are great as it is but i wish they had more volume and were darker and had shadows like real fires. They just feel lacking when I barrage a ship with ASMs it feels like the ships fire is not as extreme and lethal as it could be. Thank you for your time dev team! Stay awesome![/p][p]A: We might update the VFX rendering system down the road but what we have now works good enough.[/p]
  • [p]dmdiman92 - Hello! Please make a telescope for submarines and binoculars for ships, as well as a convenient free-standing camera that could be installed on the captain's bridge with a normal all-round view.[/p][p]A: That's one of the little things we think would increase immersion so those are considered worthy additions, but lower on priorities ladder.[/p]
  • [p]Considering we have Virginias, Californias, and the "TheCube", would it be reasonable to assume we'll see the completion of the Nuclear Cruiser Force with the addition of Bainbridge and Truxtun at some point?[/p][p]A: That's highly probable.[/p]
  • [p]Killshot - Are there any plans to go backwards in time to say the Korean war era and also into the early 90s for some Desert Storm era fun?[/p][p]A: As much as Korean War sounds tempting to some of team members it's not very likely, as for 1990s we're considering post 1.0 releasing 1990s units DLC[/p]
  • [p]Necro Noctis - How in-depth will the game be in relation to Command Modern Operations on the technical side? Keep up the good work and thanks.[/p][p]A: Sea Power is it's own thing, hard to make comparisons with CMO, as we do not strive to make "CMO with 3D". We want to make Sea Power as good as it can be :)[/p]
  • [p]Kex Solar - Are there any plans to add a 'Game Master' or 'Spectator' mode? to be able to set up and watch AI vs. AI matches with full map visibility[/p][p]A: Interesting idea, worth discussing among the team.[/p]
  • [p]Connor M - While still in the future and not a critical priority, is the dynamic campaign planned to be a global style campaign where you build or order ships at a port on a map and assign them to a task force, and you have to find the enemy task forces through submarine patrols and/or other intelligence assets, or is it more of a interactive mission set where there is for example, 5-10 missions that will be played and if you loose a ship in the first mission you will not be able to use that ship for the rest of the campaign and weapon supplies are limited without resupply ships[/p][p]A: The Dynamic Campaign will not be a series of connected missions but rather a strategic campaign where the player moves/assigns units on a map "overworld" view and then zooms into tactical view (the existing SP mission mode) for individual encounters. Losses and ammunition expenditure will be logged and carried through encounters.[/p]
  • [p]The commando973 - Will we get a more detailed map maybe by selecting an area of operation and raising its resolution?[/p][p]A: We're limited by datasets we are using for terrain mesh creation and land types features. We have done some experiments with double the terrain resolution but for now we're more focused on improving the terrain look by improving the terrain shaders. Also we're mindful of game size, introducing larger resolution datasets would increase the game download size quite a bit.[/p]
  • [p]Burak - Can we have a dynamic campaign like UBOAT? That we are assigned to a ship and do missions as they are randomly generated or do patrols, etc..[/p][p]A: The single platform mode like this is not planned in the foreseeable future[/p]
  • [p]Endo - will we ever see Late Soviet planes in the game (not added through mods) like the Su-27 and MiG-29?[/p][p]A: MiG-29 is considered. Su-27 would be more of 1990s DLC content candidate.[/p]
  • [p]Stu - What is the timeline for a dynamic campaign?[/p][p]A: 80's in the North Atlantic[/p]
  • [p]Cpt. Third Leg - will there be some wave simulation in the future like nvidia waveworks 2.0 or is it too performance heavy?[/p][p]A: No, we stick with CETO ocean simulation system for foreseeable future.[/p]
  • [p]Currently, importing external 3D models into the game requires the use of third-party tools such as Anchor Chain or SeaLifter, which can sometimes cause compatibility or stability issues after updates.[/p][p]With that in mind, are there any plans or considerations to support importing 3D models, without relying on external tools, in future updates?[/p][p]Since many MOD creators rely heavily on custom models, it would be great to know if official support for such functionality is being discussed or considered.[/p][p]A: Yes, it is coming soon.[/p]
  • [p]Liam - Will there be different dynamic campaigns, like the 1968 and 1984 campaigns from cold waters?[/p][p]A: That's technically possible but we will concentrate on the 80's North Atlantic campaign first[/p]
  • [p]Could you set a 500 nautical mile x 500 nautical mile rectangle as the boundary for each game scenario? This would avoid loading the entire world and allow for the creation of richer details.[/p][p]A: The scenery is loaded as and when needed in the background. Changing the map scale would not affect this.[/p]
  • [p]Yamato43 - Will there be an overall plot like with Warno for the Dynamic/map based/more Cold Waters like campaigns?[/p][p]A: The dynamic campaign will include some backstory that progresses through the campaign[/p]
  • [p]Micah Nakonechnyi - Currently, the aircraft AI is, for the lack of a better word, a bit dumb. For example, I have had the enemy ai send waves of tomcats toward my task force to intercept an air target behind the task force, and no matter how many I shoot down, it keeps sending them until it runs out of tomcats. At the current moment is there any plans to address the aircraft AI in the near future.[/p][p]A: Yes, the aircraft AI and aircraft carrier/airbase AI will be significantly improved soon[/p]
  • [p]PlasticBlue - Will we see more experimental/prototype units in the game? Also where's my beloved Aardvark, I can't live without my aardvark.[/p][p]A: Aaedvark and Raven are planned :) As for prototypes there are some that look interesting enough worth giving them a spot in the game.[/p]
  • [p]What will the dynamic campaign look like? Will it be like the one as cold water/Atlantic fleet (assign some budget to buy units and deploy them in the battles around the world etc.)?[/p][p]A: It will be real-time on the map and there will be some supply system to manage the assets[/p]
  • [p]Yonderboi - What are your thoughts on WW2 as setting? I really think the Game would be phenomenal in a WW2 setting. Would you support modders in pursuing this idea with small adjustments to the game where the cold war would also benefit from? Armor and penetration modeling for example?[/p][p]A: The game mechanics is mostly Cold war era oriented so some aspects like armor vs shell etc. are too simplistic to potray the WW2 naval combat as good as it had to be.[/p]
  • [p]Atali - How did Seapower originally start out, and how does it differ from the current game?[/p][p]A: Originally, back in 2018 when it was codenamed "Taskforce" it was envisioned more of like Cold Waters successor with small 6-8 units task force under player's command. Later in 2019 that transitioned towards something that could be described as modern-day Battlestations title that was more action-oriented and taking place on locked 500x500 NM maps. Including mouse-controlled aircraft, launchers, turrets and so on. But once we realized we are able -and in fact are forced to due to nature of systems modeled- to make the missions span more than 500x500 miles square maps, we decided to make it more sophisticated naval strategy and then it evolved bit by bit feature by feature into how it ended up being now.[/p]
  • [p]Jonathan - Regarding the potential future dynamic campaign, will we see in depth mechanics like the soviets rolling out older and worse equipment as we thin their forces. Other examples are seeing Convoy routes change over time as some routes become too dangerous, things like SOSUS existing and being a sabotage target for the USSR, equipment malfunctions like weapons failing as supplies run low, a potential territory control on land as armies maneuver in the background, and possibly the ability to build new ships, aircraft and facilities to replace losses[/p][p]A: Yes you will likely see the AI selecting the best available assets from a persistent inventory of units. And that routes will change in response to territorial seizure, spec ops actions etc.[/p]
  • [p]Ability to put custom video in campaign briefings? Just like in video section of tutorials?[/p][p]A: This functionality should be in the game already in Linear Campaigns. FreeContent can use the WPF MediaElement tool to play mp4 files.[/p]
  • [p]Will the original scenarios be reworked? there's some included that just are not as fun or well designed[/p][p]A: Yes, scenarios are being reworked as new features or mechanics are added to the game.[/p]
  • [p]Craig - What are the general plays regarding linear campaigns and the dynamic campaigns that are planned to come in the future. Will it be strictly naval based, or will the current land units be more heavily involved with the strategic picture.[/p][p]A: In the dynamic campaign the land units will be most likely limited to airbases, shore batteries, radars, SAM sites and important installations/targets. There are no plans to implement mobile troops and the frontline progress on the land will be most likely abstracted.[/p]
  • [p]Would you ever consider adding nuclear warheads to things like Torpedoes?[/p][p]A: That's something we were against for plenty of reasons for a long time but in the end we might consider it long down the road if we get to do it correctly on a technical and visual levels.[/p]
  • [p]Ondřej - What are your planes regarding performance scaling? The game makes it already possible in some aspects (eg. simplified graphics). That being said, scenarios with higher unit count leaves modern hardware underutilized (only a couple threads used) while the performance is suffering.[/p][p]A: We plan to further exploit the Unity Jobs system to enable multithreaded systems to be explouted more fully. That said this is a pretty significant architectural change so it will be gradual.[/p]
  • [p]Jon G - Could you implement auto generated civilian ships, aircraft and biologics with preset waypoints to different ports and airports? Biologics will just be random obviously.[/p][p]A: The dynamic campaign will auto-generate sea/air civilian traffic.[/p]

Sea Power AMA!

Sea Power - 1st AMA
[p]
Hello everyone! It's been nearly a year since our last survey, where we set out priorities and got to work. While we have not been able to deliver on all of them as quickly as we wish, we plan to release the first iteration of AI upgrades in the very near future. In the meantime though, we would like to host our first AMA to see what all of your questions are about the future and current state of Sea Power. Feel free to submit your questions here! [/p][p]Note: Your alias/name will be shared publicly if you choose to fill it in on our AMA form. If you wish to remain anonymous, feel free to put N/A![/p][p]https://forms.gle/8GEEBWJoQxYjbGAr7[/p][p]
*Should be active for 2-3 days!*[/p]

Patch Notes 0.5.3

Hey everyone, here comes another patch release. Main aspects are some mesh fixes as well as the wonky ship movement behaviour.

Have a fantastic week!

Bug Fixes / Improvements
  • LSM-1 model redone with proper texture, details update etc
  • Multiple AI aircraft going for the same target
  • Wakkanai port map data for backgrounddata
  • PLAN 03 P-2H now correctly drops sonobuoys
  • Vessel shifting position due offset of center of mass
  • preset altitudes array was not sorted on aircraft/helicopter loading
  • Error when loading textures for pla_h-6d squadron4 modex
  • Nike Hercules missile material bug
  • CGN California SPG-60 added as additional fire control channel
  • Updated translations
  • Added A-6E SEAD and SEADLongRange loadouts; thanks nuclearstonk!