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:
[dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3756769210"]
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.
For a full deep dive on the sonar changes, please see our Reddit post here: https://www.reddit.com/r/SeaPower_NCMA/comments/1ubs31j/sonar_changes_deep_dive/
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