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
- Fixes
- Gameplay
- Balance
- Performance
Note & credit: Action screenshots were provided by players on the game’s Discord — today featuring Miko275, Nafeij, Munchlol, Pidgeyarmy, Minga, Rockgunner & Spicywolf1292! Big thanks to them!
Routine update
As mentioned in the last update, we're not running these on a weekly basis anymore so as to dedicate more time to actual development - and to keep these for larger news.
We still want you to have your regular fix, so we'll be keeping posting them at least twice a month. Here's the first entry for April 2026.
Latest Patches
Three minor patches have been released since the last update. Many long-standing crashes have been fixed after weeks of patient work. It is both difficult and rather pointless to describe their causes - they occurred regularly across different setups. This means you might have only encountered them once, but we had multiple instances to work from. Even if they did not feel like a major inconvenience to you, they were an extremely frustrating issue for us.
Beyond these fixes, we have added most of the gun animations. This is the first wave of visual improvements we have been working on, and they hopefully bring a small but welcome sense of life to the environment.
The contents of the updates are as follows, and are fairly self-explanatory:
3 April 2026
Improved land avoidance by ships within a given fleet.
Work in Progress recoil animations on most large caliber guns.
Fixed many crashes.
7 April 2026
Improved fallback carrier selection when the original carrier is unable to retrieve planes due to damage or lack of capacity.
Fixed a landing sequence lock caused by a bug with arresting barriers aboard carriers.
Fixed a waypoints bug happening when merging two fleets.
Fixed bugs in enemy carriers AI logic that prevented them from cycling certain air ops.
10 April 2026
Fixed two major crashes.
A New Scenario (finally!)
Following the integration of a Midway setup into the mission generator, we will be releasing our first original scenario in the next few days - at last. It will be the first of many, and the pace will accelerate as the tailor-made features required for these scenarios become available, reducing the workload for future ones.
On that note, we are introducing new AI logic and strategic objectives for the player, to which the AI will also react. With two or more active strategic objectives that can be completed or failed independently, players will more often face the prospect of a strategic draw - or even outright strategic defeat - than before.
Notably, you will now be expected, for instance, to:
Prevent specific enemy forces from reaching a designated area - useful when trying to stop an invasion force from achieving its objective.
Ensure that certain friendly forces reach a designated area - for example, withdrawing your carriers to a specific location before a given time.
Protect specific friendly ships for the duration of the scenario - losing a carrier will no longer be just a tactical issue, but may also result in the failure of a strategic objective.
Although this will not be active in the upcoming scenario, this logic also applies to the enemy. You may, for example, be assigned a specific target to sink in order to achieve victory - independently of your overall tactical performance.
This new scenario has also led us to add new skins (we needed a Pearl Harbor-era "Amber Val"), expand carrier capabilities for certain aircraft types (mainly the SB2U and the F2A), and
Source
