Update log
Full Task Force Admiral - Vol.1: American Carrier Battles update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Maps
- Compatibility
- Balance
- Fixes
Note & credit: Action screenshots were provided by players on the game’s Discord — today featuring Ferda1947, Rookie Chauffeur, Nafeij and Marlock. Big thanks to them!
Welcome back, admirals!
It’s been a month today since we released Task Force Admiral.
It’s been wild.
We even managed to feature on Steam’s Best Seller list for the month of January. That was not something we took for granted. Thank you for your trust and support over these past weeks.
We are fully aware that the game is still in a rough state in several areas, and we sincerely thank you for your patience. We are pushing forward with new content while continuing to refine the mechanics based on your feedback.
Also, shameless reminder: if you like our work as an owner of the game, please consider dropping a positive review, it will always help to get to that psychological 90% level. We're that close (hand gesture (c) Dir. Krennic).
What’s Next
The coming days will focus on the following:
Midway – Final Polish
The Midway map is receiving a last round of improvements before we leave the area and head back to SOPAC. Coastal guns are of particular interest, as they will possibly enable some rather… spirited surface duels in future scenarios.
Aircraft Doctrine – “Second Wave” Instructions
We’re discussing a second wave of new aircraft instructions. The following features are under consideration:
Expanded search doctrine options (offensive loadouts, flying in pairs, etc.)
Expanded strike doctrine options (target prioritization, post-IP search behavior, possibly in-mission recalls & retargeting, etc.)
Expanded CAP options, including long-range variants that will later be useful for other patrol types
These additions would significantly expand tactical flexibility for players while also giving the AI clearer behavioral guidelines — particularly in situations where it fails to immediately locate the player’s task force.
Enjoy your “lucky” free meals while they last — in the future, we do not expect lost KB air strikes to give up so easily. Likewise, KB responsiveness will improve. As long as there’s a functioning flight deck, they won’t stop shooting back without a fight.
After that, we’ll likely turn our attention to weather systems and fog-of-war improvements.
Latest Patches
Two new patches were pushed to the public branch this week. A lot of work went into the fixin', thanks to the hard work of all the players & beta testers involved.
Deck Operations
Reworked the Clear Deck function: it can now use multiple elevators simultaneously to move aircraft to the hangar when needed.
This is the first step toward improving overall deck-to-hangar flow. Releasing it is phase two of an ongoing experiment: our developer has ideas to streamline aircraft transitions between deck and hangar. For now, we are testing it specifically through the Clear Deck function. If it performs well without creating new issues, we may implement a broader system-wide version. Feedback is very welcome.
Air Operations
Updated damage models for most carrier-based aircraft
Some aircraft were missing properties or behaved inconsistently. Zeroes, for example, should now catch fire properly like other aircraft.
Fixed an issue where the PBY did not land correctly.
Naval Operations
Fixed a bug that prevented a ship from turning when only one rudder was destroyed or disabled
You may see less of the “eternal circling” behavior. Let us know.
Fixed edge cases when a carrier attempted to face the wind while in circular formation.
Minor improvements to ship avoidance behavior.
Fixed a bug preventing fleets from proceeding to the next waypoint if
Source
