Sea Power Update 0.8.0 Out Now – Pacific Strike '85 and Task Force Mode

major update

Sea Power · published · build 24053467

Hello from the Triassic Games team!

Sea Power Update v0.8.0 is now live, bringing Pacific Strike '85, Task Force Mode, and a variety of updates and improvements to all players.

Sea Power is also currently 20% off during the Steam Summer Sale, so this is a good time to jump in or recommend the game to a friend.


Pacific Strike '85 is a new NATO campaign set in the Western Pacific in 1985 and built around Task Force Mode. Instead of taking a fixed force into each mission, you build and customize your own task force, deploy it across linked operations, and manage the consequences over time. Ship and aircraft losses, weapon expenditure, damage, repairs, resupply, commander progression, and awards all carry forward through the campaign.

The update also includes:

  • New units, including Australian ships, aircraft, and submarines.

  • Updated Oliver Hazard Perry-class frigates.

  • New submarines, weapons, sensors, and loadout updates.

  • Several additions we have not previewed ahead of release, which players can discover by playing through Pacific Strike '85, or trying a new standalone scenario included in the NATO folder. ;)

Note: as Task Force Mode introduces many new mechanics which mod makers have not had a chance to update against, please disable unit-related mods when playing!

Shadows off Palawan - October, 1985...


Task Force Mode: Getting Started

To begin, open Campaigns and select Pacific Strike '85 (NATO - Task Force Mode).

From there:

  • Choose your difficulty and launch the campaign.

  • Review the first few introductory slides, and then create your commander.

  • Use Task Force Builder to spend your starting points on ships and aircraft by outfitting your Task Force.

  • Play missions from the campaign map as they unlock.

  • After each mission, review the After Action Report, check Task Force Manager, and handle repairs, rearming, replacement aircraft, and new purchases when available.

  • Track your commander and awards through the Service Record.

Your task force state carries forward between missions, so losses and weapon expenditure matter. A ship that survives damaged may need repair later. A missile fired in one mission may not be available in the next until the campaign gives you a chance to rearm.

For mission makers and modders, we have also prepared a full Steam guide covering how to create your own Task Force Mode campaigns:

From The Test Fleet

During final testing, our beta testers captured some excellent moments from Pacific Strike '85 and the Update 0.8 release. Here are a few highlights from testing:

A huge thanks to everyone on the beta team who helped test this update, send reports, share saves and mission files, and capture screenshots along the way. Your feedback helped us get Pacific Strike '85, Task Force Mode, and the rest of Update 0.8 ready for release!


Across The Rest Of Update 0.8

Update 0.8.0 is also a major update across Sea Power. Alongside the new campaign and game mode, this release includes new units, new scenario content, simulation improvements, Mission Editor tools, campaign UI updates, and a large number of fixes and quality-of-life improvements.

Highlights include:

  • A new Linear Campaign map view, now used by updated campaigns.

  • Major sonar, acoustic, cavitation, submarine, and torpedo behavior improvements.

  • Missile guidance, missile evasion, datalink, SARH/ARH terminal guidance, and air-launched missile updates.

  • Improved aircraft handling, formation behavior, date-based loadouts, and helicopter sea-state launch restrictions.

  • Expanded AI behavior, including submarine improvements, jammer use, and early airstrike missile-attack capability.

  • Mission Editor additions including new popup message types, repair/rearm trigger actions, unit-system enable/disable actions, Stores Editor container overrides, and greater control over loaded weapons on units.

  • New optical view modes for binoculars and periscopes.

  • Survivor rescue information in debriefs and SAR beacon distance reporting from vessels.

  • New and updated units, weapons, and content, including civilian fishing vessels, long-hull Perry frigates, DDG-42 Mahan (NTU test ship), early Permit/Sturgeon/Los Angeles submarines, French Agosta-class submarines, new radars, bridge effects, new torpedoes, SM39 Exocet, Mk 48 Mod 4 ADCAP, RIM-66D, GBU-24, and more.

  • Fixes across save/load, weapons, sensors, campaign persistence, UI scaling, localization, missions, and unit loadouts.

Thank you to everyone for continued support of Sea Power! We hope you enjoy the new content in Update 0.8.0, and we are looking forward to seeing the best campaign playthroughs shared via Discord, Steam, Reddit, and our other channels.

- The Triassic Games team


Full changelist

Newly added features in this release:

  • Campaign: Pacific Strike '85 (NATO) campaign

  • Campaign: Task Force Mode campaign mechanics for linear campaigns

  • Campaign: Linear Campaign map view replacing legacy list view

  • Scenario: Added Campaign Missions scenario folder for single missions in campaign backstories; added Pacific Strike Extended Scenarios folder

  • Scenario: "NATO/01A Senkaku Run" in Pacific Strike campaign missions folder

  • Added new Japanese and Australian voiceovers

  • Bound many of the most commonly used commands to new hotkeys (sensors, ROE, flight deck, event log, etc)

  • Added hotkey definitions to tooltips on UI buttons where applicable

  • Moved camera controls to new Camera Controls UI window accessible via icon at bottom right

  • Added fine-tuning for depth and altitude controls via slider

  • Options menu: reorganized Options menu with category tabs

  • Options menu: Split out keybinds by control type and added each to a tab category (General, Gameplay, Camera)

  • AI will now use jammers against the player (godspeed!) - weapons tight will use jamming defensively, weapons free will use it offensively

  • Binocular and periscope optical view modes (Z toggles; LShift+Z for mode changes for applicable optics)

  • Add better AI sub torpedo handling, improve vessel noise and cavitation

  • Lights flickering on vessel rendered immobile or when power is restored (propulsion systems and engine)

  • Add survivors rescued to debrief panel

  • Enabled ClipOn arrays on subs

  • Bridges: Enabled kill/collapse dust + debris effects, changed icons to new NTDS bridge type on those that were lacking it.

  • Added voiceover callouts for "taking enemy fire", "enemy jamming detected", and "emergency racket" (enemy fire-control radar locked on unit)

  • Add better support for containers to have split ammo types

  • Vessels now report SAR beacon distances (not just helicopters)

  • Mission Editor: added national flag into Unit fields for easier viewing/searching among variants/squadrons

  • Mission Editor: Added new message formatting options; added Intro/Outro message types that show Objective status

  • Mission Editor: Added Intro/Outro message types that show Objective status

  • Mission Editor: Added Naval Message types with doc templates for 10 preset formats (more to come)

  • Mission Editor: Added Mission Notification message type that appears at bottom right of screen

  • Mission Editor: New "Identify Self" rule - Random/Yes/No can be set for units and determine if they respond to "identify yourself!" radio commands. Old values use the existing random behavior.

  • Mission Editor: Support for rearm and repair trigger actions

  • Mission Editor: Additional actions to Airstrike trigger

  • Mission Editor: Stores Editor can now override weapons for each container type; now possible to load "all Harpoons" in Perry magazines, if you choose

  • Mission Editor: Enable/Disable unit systems added as trigger action for specified units

  • Mission Editor: Stores Editor takes currently selected Loadout into an account

  • Units: Mirage III for Australia, Argentina, France

  • Units: Australian F-111C (RAAF)

  • Units: Australian A-4G for Australia (RAN); New Zealand A-4K (RNZAF)

  • Units: Philippines Bonifacio (Barnegat) class frigate with wartime modifications (Harpoon + hangar capacity)

  • Units: Australian Adelaide class FFG and Perth class DDG

  • Units: Australian Oberon class submarine

  • Units: AS-350 helicopter

  • Units: New US fighter aircraft

  • Units: New US large surface combatant

  • Units: Unique new what-if aircraft for large USN surface combatant

  • Units: "Late" loadout for Okean AGI with SA-N-5 MANPADS

  • Units: Skyguard/Sparrow SAM system

  • Units: "Late" loadout for Virginia CGN, Coontz DDG, reflecting CG/SM-2 loadouts in 1984-1987

  • Units: AN/FPS-108 COBRA DANE phased array BMD radar site (standalone site)

  • Units: Early Warning Radar site

  • Units: entirely new set of civilian fishing vessels (trawlers, seiners, tuna boats, crab boats, etc)

  • Units: Allowed damage model and kill effects on land units. Added new bridge NTDS icon. Random fire positions for Land Unit systems.

  • Units: DDG-42 Mahan (New Threat Upgrade test ship with RIM-67C and RGM-84D)

  • Units: Osa-2 for Vietnam

  • Units: Early versions of Permit, Sturgeon, and Los Angeles-class SSNs with Mk37 and Mk16

  • Units: MG-339T dipping sonar to Grisha III

  • Units: Profile images for various squadrons and lots of other profile pictures

  • Units: NATO AN/FPS-6 heightfinder and AN/FPS-20 air search radar

  • Units: Added NSVT machinegun to T-72

  • Units: French Agosta-class SSK

  • Units: Long-hull Perry FFG

  • Units: Several new American units added; please play Pacific Strike campaign to see them

  • Scenery objects: NATO EWR site, NATO large EWR site (based on RAF Fylingdales "golfballs" layout)

  • Scenery objects: several bridges types as land targets, to be expanded on down the road to 1.0

  • Sensors: Add an option to display jammed unit radar ranges, and an option for associated search sensors

  • Sensors: Add bottom penalty for active sonar

  • Sensors: Dipping sonar waypoints

  • Sensors: Sensor visualization tool

  • Weapons: GWS.40 Ikara ASW missile

  • Weapons: Mark 20S "Bidder" ASW torpedo

  • Weapons: Mark VIII Mod 4 straight-running torpedo

  • Weapons: R-530EM radar-guided AAM

  • Weapons: new tracer effects for cannon fire, different colors for different kinds of guns

  • Weapons: Add torpedo self-noise info into Encyclopedia

  • Weapons: French F17 torpedo

  • Weapons: SM39 Sub-launched Exocet

  • Weapons: BGM-71C I-TOW, BGM-71D TOW-2 ATGMs

  • Weapons: Mk-48 Mod 4 ADCAP (FY85 modification)

  • Weapons: RIM-66D (for Virginia CGN/SM-2 loadout)

  • Weapons: GBU-24 Paveway III

  • Weapons: Mark 46 Mod 5 NEARTIP

  • Weapons: MG-74 MOSS decoy (replacing MG-44 on soviet subs with 533mm tubes only)

  • Weapons: L5 Mod 3 ASW torpedo

  • Weapons: Aspide Mk.1 SAM/AAM

  • Weapons: revamped Mk37 torpedo series, added Mod 2 and Mod 3, NT-37C, NT-37E

  • Weapons: AWW-9 Walleye datalink pod

Changes from previous release:

  • Added more details to the weapon employment hover menu to explain blocked firing states

  • Revised Crew Skill level names and added colors as preparation for campaign mechanics

  • Broke out Shadow Quality from overall video quality in Options

  • Added precaution for sub to not get stuck in default state after checking baffles

  • QOL: Moved radius value text away from the circle in circle drawing tool

  • QOL: resizeable list field in signatures window

  • Life rafts no longer all spawn instantly

  • Torpedo and sonar improvements

  • Noesis UI to 3.2.13

  • Sentry crash reporting package to 4.6.0

  • Smarter sub logic, and dynamic speed/altitude settings

  • Building out more Airstrike capability for AI

  • - Basic missile attack

  • - Calculation of "overwater route" for sea-skimmer missile strike

  • Aircraft: Make missile shot range calculations more pessimistic and reduce aircraft turn rates

  • Aircraft: Improve formation aircraft handling and missile evasion

  • Aircraft: Missile evasion updates

  • Aircraft: Helicopters can no longer be launched in higher sea states; added as Gameplay option Restrict air ops by sea state

  • Aircraft: Aircraft secondary shootdown effects: reduced min size on sparks elements so those don't appear to be over scaled with distance

  • Units: added additional FCR channel via GFCS to: Brooke, Adams 'Late' (late loadout only), Belknap 'Early', Coontz (late and early)

  • Units: Baleares FFG now has Mk37 mod 3 rather than prior Mk46 torpedo

  • Units: first batch of updated maneuverability values for aircraft: F-14, F-15, F-5, AV-8A, A-7E, MiG-17, MiG-21, MiG-23, MiG-25, Su-15, Yak-38

  • Units: Heavy bomber min alt is updated to equalized data for Tu-16

  • Units: all submarines now have revised noise values, narrowband noise values, screw setups, and cavitation parameters

  • Units: Gal SSC, Hangor SSK, added "Late" loadout with UGM-84 Harpoon

  • Units: Charlie II, Victor II, added SS-N-16

  • Units: P-3C, S-3A, SH-2F, SH-3H - added DateBased torpedo & sonobuoy loadouts

  • Units: SH-2F - added 2 crew to ASW loadouts, added SSQ-77 VLAD to ASW Hunter loadout

  • Units: Skipjack, Permit, Sturgeon, Los Angeles SSNs now have revised ammo loads

  • Units: Perry FFG, Adelaide FFG - revised stern model/flightdeck and added Nixie fairleads

  • Units: Los Angeles SSN, Sturgeon SSN, Permit SSN - added DateBased torpedo loadouts

  • Units: Los Angeles now has "Late" loadout, replaces "LandAttack" loadout

  • Units: Unified language file labels for MPAs, ASW aircraft, and EW aircraft

  • Units: changed F-15 description to reflect new countermeasure state of the aircraft

  • Units: Added aircraft localizations written by community member n0jge, thank you!

  • Units: added "ClipOn=True" entry to early versions of Los Angeles, Sturgeon, Permit SSNs

  • Units: all submarines and surface ships now have revised acoustic models with new values, and reworked cavitation performance

  • Units: A-6E no longer has AGM-12B as it could not use it

  • Units: Echo 2 "Sandbox" loadout is deprecated, replaced with "Late" loadout for standardization

  • Units: Short-hull Perry FFG now no longer has SQR-18 TACTAS towed array

  • Units: Short-hull Perry FFG has corrected variants - IMPORTANT: this changes the ship variant of any mission with OHP in it! Review your missions!

  • Units: AH-1T, HMMWV TOW, Bradley IFV - updated with BGM-71C ITOW (TOW-2 for AH-1T depending on year)

  • Units: pass on Soviet ship acoustic parameters

  • Units: Yak-38 now has gunpods and AAMs in its "AirToAir" loadout, 4x R-60 is now "AirToAirIntercept"

  • Units: adjusted noise parameters of Soviet ASW ships

  • Units: OHP longhull now has RGM-84D for "Late" loadout

  • Units: split french Agosta SSK into spanish and pakistani classes with unique loadouts

  • Units: added bulwark to Late Knox FF (usn_ff_knox_84)

  • Units: added "Late" loadout to Knox FF (usn_ff_knox) with SLQ-32(V)2 and SQR-18A(V)1 towed array

  • Sensors: adjusted total fire control channel amounts for SPY-1 and SYR-1 sensors

  • Sensors: Added ELINT and DECM systems to MiG-25BM SEAD aircraft

  • Sensors: SPY-1A Weapon/Target channel count +4 (12 -> 16)

  • Sensors: Adjusted the performance of many airborne surface search radars

  • Sensors: Adjusted the performance of some fighter radars, especially APG-63 (gain 53 -> 57.5)

  • Weapons: added Max Turn G, adjusted turn rates for all SAM and AAM missiles

  • Weapons: Land Attack capability added to all aerial depth bombs

  • Weapons: reduced integrity value of crew-served weapons like MG mounts, making them easier to destroy

  • Weapons: Walleye 2 now has datalink functionality via a pod, can be fired at targets the seeker cannot immediately see at launch

  • Weapons: corrections to AAM/SAM maneuverability, now often G limited rather than turn-rate limited

  • Weapons: AIM-54A, SM-2, SA-N-6 now use new datalink + SARH/ARH terminal guidance mode

  • Weapons: GBU-15 texture and model

  • Weapons: slightly increase AIM-54 impulse (acceleration 3.7G -> 3.94G)

  • Weapons: revised stats for all torpedoes

  • Weapons: added dual-speed and range options for the following torpedoes: DM1, DM2, SST-4, Type 80, Tp613, Yu-1, Yu-1G, Mk-37, Mk-46 Mod 5, Mk-48, Mk-70 MOSS, 65-76, TEST-71M, USET-80

  • Weapons: SS-N-2, SY series, HY series - all now have "terrain following" to not crash into land when fired from coastal launchers

  • Weapons: tune RBU-1000,1200,2500,6000 kill probability against torpedoes

  • Weapons: MOSS type decoys (Mk57, MG-44, MG-74) now have a higher base noise to simulate spot (noise) sonar jamming. can conceal launching platform from sonar

  • Weapons: fifth pass on Soviet AAM characteristics

  • Weapons: corrected minimum ranges of RBU launchers

  • Weapons: RGM-109C TLAM - can attack all land target types, can no longer free fired and now requires a target to be fired

  • Weapons: SS-N-3 TerminalAlt specified as 164ft (50m)

  • Weapons: increase Mk54 depth charge blast radius

  • Weapons: Lead missile shots and intercepts, properly handle vertical alignment leading as well

  • Weapons: Updated wire guidance for aircraft based wires (helo ATGM)

  • Weapons: Improve missile lead guidance

  • Weapons: Make missile shots less optimistic for turn rate at short distances

  • Weapons: Make air launched missiles turn immediately

  • Campaign: Strike Group Molniya and Calculus of Conflict: updated to work with new Linear Campaign map view format

  • Scenario: "Prime Chance": revised unit composition (period appropriate for 1987)

  • Scenario: "Gauntlet": now has "Knox 84" to restore TACTAS capability in that scenario

  • Missions/Campaigns: all missions, campaigns, briefings updated to reflect new split Perry class

  • Translations

Fixes from previous release:

  • Allowing submarine to attack not processed contacts

  • Multiple DECM were used to jam missile if unit had several of them

  • Added missing cursor on map nobody noticed

  • Flightdeck could prepare to launch aircraft that is not present on board

  • ReadyUpTasks were not loaded if persistent data overrided flight deck

  • Unnecessary conditions to get waypoint altitude value from UnitAltitude change

  • Damaged meshes of parts parented to other meshes were always visible

  • Mobile land units stopped instantly on death

  • Subs surfacing because of layer logic

  • Shift inverts map zoom. Added: Shift speeds up map zoom x3

  • Fix encyclopedia sometimes listing wrong weapon counts for magazine weapons

  • Course commands for submarine getting stuck after initiating terrain avoidance

  • Possible mount rotation problems on high Time Compression

  • Sub-logic player gating, and depth bomb accuracy

  • Save/Load: Fixed saves from adding 100% integrity rows for all damaged units

  • Save/Load: Fix initial objects height calculation when loading a saved game

  • Aircraft: improved aircraft turn rates and turn rate limits

  • Aircraft: Fixed oscillating aircraft during long range engagements

  • Aircraft: fixed instant aircraft acceleration from formations

  • Aircraft: Fixed aircraft overshooting when ordered to return to formation

  • Aircraft: improved formation holding mechanics

  • Aircraft: Alignment points (for target alignment) being too far ahead

  • Aircraft: Aircraft turn limiter not limiting enough

  • Aircraft: Aircraft turns getting stuck near desired angle

  • Aircraft: Fix aircraft twitching

  • Aircraft: Aircraft being stopped on leader death

  • Mission Editor: Attack waypoints vs neutral units were not loaded properly when reloading a saved mission file

  • Mission Editor: Magazine weapons got weapon system reference for the last weapon in the magazine only and weren't displayed on the Stores Editor at all

  • Units: corrected A-7E ServiceDates

  • Units: fixed incorrect ECM type for many Soviet ships

  • Units: P-3C prep/cooldown time with Ferry loadout

  • Units: Tu-16P prep/cooldown time

  • Units: Sovremenny EM duplicate sensor

  • Units: Duplicate submodel entry for Virginia CGN

  • Units: Moskva PKR ESM fit (Start -> Zaliv)

  • Units: Tango SSK sensor setup issue

  • Units: Aggressive and Adjutant minesweeper crew replaced with cowards (no longer present on destroyed model)

  • Units: S-3A VS-28 livery was VS-21

  • Units: Squadron name position on F-4J

  • Units: Submarines sitting too high in the water

  • Units: AGI Okean MANPADS count 48 -> 12

  • Units: Garcia and Brooke 5" gun director properly mapped

  • Units: Ka-29 2A42 30mm firing arc

  • Units: PGM-39 Bofors firing arc

  • Units: LSM-1 Bofors firing arc

  • Units: Garcia FF magazine setup

  • Units: Su-24M fixed StrikeDemolition loadout

  • Units: Echo 2 cavitation parameters

  • Units: Perry FFG - fixed Nixie position

  • Units: Gal SSK - fixed loadouts

  • Units: Agosta SSK - corrected loadouts and animations

  • Units: Daphne SS - corrected loadout

  • Units: Hangor, Daphne, Agosta - improved loadouts

  • Units: MiG-23MS ini error

  • Units: Daphne class fixes: pennant number mapping fix, proper mesh name for chin sonar dome

  • Units: Perry FFG (Short) NumberOfDecoySystems 2 -> 1

  • Units: Knox FF crew bravery mitigated (they now disappear when the ship is destroyed)

  • Units: F-15A, F-15C, rotated inner sidewinder missiles 180 degrees, corrected AIM-7 fuselage gaps

  • Units: KA-3B radar is now ASB-1B rather than APS-116

  • Units: Soviet airliner name entry issue

  • Units: FQF-1200 setup on Jianghu 2 and Jianghu 3

  • Units: ships cavitating at a telegraph lower than expected

  • Units: Okean and Baleares fixes

  • Units: Agosta/Daphne class textures tweaks, no more white markings

  • Units: Fixed tiling settings on some hullnumbers

  • Sensors: Increased Top Steer instrumented range 150km -> 300km

  • Sensors: SQR-18A(V)1 type corrected

  • Sensors: Polinom VDS is now VDS

  • Sensors: Sonar getting layers backwards in boundries between deep and shallow water

  • Sensors: Fix classification of subs running on auxiliary propulsion

  • Sensors: Submarines stopped cavitating

  • Sensors: Fix cavitation, and add minimum flow noise speed

  • Sensors: Sonobuoy timers were incrementing during paused games

  • Sensors: Submarines no longer attempt to classify air units detected via sonar (low hovering helos, etc)

  • Sensors: RWR no longer creates contacts for jammers

  • Weapons: Fixed swerving group missiles

  • Weapons: Issues shooting at high velocity missiles, and accuracy issues with extremely high minimum altitude missiles

  • Weapons: Weapon seeker range being overwritten by weapon range

  • Weapons: RGM-109C TLAM, AGM-86C CALCM - terminal dive distance reduced (0.5nmi -> 0.1nmi) to mitigate terrain collisions

  • Weapons: FAB-1500, FAB-3000 blast effect

  • Weapons: ASROC launcher now has realistic rate of fire of 3 rounds per minute

  • Weapons: Walleye 2 seeker stats corrected to prevent excessive retargeting

  • Weapons: SA-3, SA-N-1, SA-N-1C - kinematic profile now more sensible

  • Weapons: Otomat Mk1 now has jet sustainer effect

  • Weapons: Mk-37E temp guidance fix

  • Weapons: RIM-2 Terrier, RIM-24 Tartar, RIM-8 Talos, RIM-66 and RIM-67 Standard - increased minimum range

  • Weapons: F17 torpedo issues

  • Weapons: GBU-2 corrected impact blast type

  • Weapons: RBU launchers having excessively high (90%) kill probabilities, now is more reasonable at 20-30% per salvo

  • Weapons: SA-5 guidance and maneuverability issues

  • Weapons: Missile sustainer effect no longer has duplicated audio

  • Weapons: Unreliable check of weapon mount rotation

  • Weapons: SA-7 launch angle

  • Weapons: Narrowband and datalink missile range limits

  • Weapons: corrected language entries for IRIAF drop tanks

  • Weapons: Mk-46 NEARTIP - fixed description

  • Weapons: duplication of name in BGM-71 TOW name

  • Weapons: error with F17 torpedo description

  • Campaign: Molniya: updated mission 4 and WP/Hunters or Hunted scenario to work properly with new submarine mechanics

  • Scenario: "Action in the Gulf of Sidra 1986": moved Nanuchka starting position to account for increased range of SS-N-9 missile

  • Various null refs