Patch NotesPC

Sea Power 0.8.2 Gives Task Force Mode More Freedom at Sea

The update adds Deployment Zones, Unrestricted Mode, aerial refueling support, a Weapon Report, mission-editor tools, and a long list of fixes.

Sea Power: Naval Combat in the Missile Age received update 0.8.2 on July 20, 2026. Triassic Games focused the patch on Task Force Mode, adding Deployment Zones and an Unrestricted Mode alongside campaign tools, aerial refueling, weapon reporting, and a large set of balance changes and fixes.

The release follows the earlier 0.8.1 patch changes, which addressed save problems and several Task Force Mode issues.

Deployment Zones give campaign missions more setup options

Deployment Zones are now available for some missions in the Pacific Strike campaign. Before a mission starts, players can place their force inside the marked area, choose between a formation or dispersed deployment, and assign the first waypoint.

The campaign map now acts as more than a route between missions. It can show enemy units, friendly units, airbases, mission labels, and other briefing information. Players can inspect the available information and use the map tools to plan before entering combat.

Unrestricted Mode opens the full Task Force Builder

Campaign rules can now enable Unrestricted Mode. When active, the Task Force Builder allows players to use any ship in the game instead of limiting selections to a campaign’s normal roster. The mode also supports different nation commanders and should work with modded ships.

To support that freedom, the game now creates unit point values automatically at startup. The generator covers every unit, including modded vessels, so the points system can account for a much wider selection of ships.

Ship alignment, refueling, and weapon reports

A new ship alignment toggle lets players control how vessels position themselves when attacking. The option addresses situations where a ship turns to expose train-limited missile launchers or guns while engaging a target.

Aerial refueling has also received its first playable implementation. Compatible aircraft can be sent to a tanker through a context-menu command or by right-clicking the tanker on the map. Aircraft form a queue, refuel one at a time, and return to their previous waypoints once the formation finishes.

The feature remains in progress. Animated hoses, drogues, and booms are not present yet, only one receiver can refuel from a tanker at a time, enemy AI cannot refuel, and some aircraft compatibility and tanker positioning work is still incomplete.

The new Weapon Report is available from the pause menu during scenarios. It records weapons expended by the player’s force, expenditure by shooter unit, enemy weapon use, hits, intercepts, and misses.

New mission-editor tools

Mission creators now have a Map Elements tab for placing labels, gameplay zones, mission points, unit icons, arrows, and geometric shapes. Visibility controls can hide units, waypoints, map elements, and trigger zones while editing.

The tools support deployment, patrol, and spawn zones, as well as briefing maps built from labels created inside the editor. Text labels can use different fonts, sizes, colors, rotations, and scaling options. Shapes can use different opacity, fill, and border settings.

Update 0.8.2 patch notes

Update 0.8.2 adds new Task Force Mode systems, mission-editor functions, aircraft support, unit adjustments, weapon changes, and fixes across Pacific Strike and the rest of the simulation. The complete official change list follows.

Newly added features in this release:

  • Ability to toggle auto-take off for Flight Deck ready up tasks
  • Added Distress Flare and lights for liferafts
  • F10 DM/Developer mode: added “God Mode” – makes player units immortal
  • Improved contrails
  • Button to enable/disable flare launch
  • Loading screen and main menu will now show a gameplay tips panel
  • Added new Weapon Report showing expenditure by unit
  • Encyclopedia: Hide sensors from units with sensors in the loadout that isn’t selected
  • Encyclopedia: now shows default loadouts for units with loadouts defined
  • Encyclopedia: Added more encyclopedia data (hit chances against certain target types, etc)
  • AI: Morale System first pass: Morale can now be enabled in scenarios and will force units to retreat if their morale drops below 20%
  • Task Force Mode: Deployment Zones are now available for some missions in Pacific Strike, allowing setup of your units pre-mission and formation type selection (Formation vs Dispersed)
  • Task Force Mode: Campaign map view now supports mission labels; when mission is selected, campaign map view can function as a “pre-briefing” and allow player unit positioning via marked deployment zones, where enabled by campaign author
  • Task Force Mode: Campaign map view now shows preview NTDS unit icons for each mission, including unit displays for pre-placed units showing veterancy and loadout
  • Task Force Mode: Added new campaign start options for Unrestricted (all units available) and “Limit unit dates” modes (units which are outside the timeframe of the campaign will not be used)
  • Task Force Mode: Added info to Task Force Builder showing the player’s Task Force units which support an aircraft, when selecting aircraft for purchase
  • Task Force Mode: Added support for Helicopter slots for Air Tasking setup
  • Task Force Mode: Added support for difficulty-based spawns in campaign missions
  • Task Force Mode: Added automated point generator which covers ALL units in-game including mods
  • Task Force Mode: Scoreboard export to PNG
  • Task Force Mode: Task Force Builder will now show a Situation panel indicating status of reinforcements and give context to why certain ships are not available
  • Task Force Mode: Flight Deck for TF units is now accessible for readying onboard aircraft; default ASW prep is disabled if units are pre-readied
  • Task Force Mode: Mission Debrief panel will now show expended weapons
  • Task Force Mode: New MissionWarningMessage which triggers a confirmation popup with configurable text to prompt users before campaign mission launch (ex: mission 05)
  • Task Force Mode: Aircraft squadron skill is displayed in the Flight Deck with new symbols for skill levels (WIP)
  • Task Force Mode: Added Developer mode controls into F10 DM panel for adding units to task force; modifying points and points cap; unlocking loadouts for owned player units
  • Campaign: Pacific Strike: Setup all missions for Deployment Zones and map labels
  • Mission Editor: New filters for units, waypoints, map drawings, trigger zones visibilities
  • Mission Editor: New Map Elements tab with support for authored display-only Symbols: labels, unit icons, shapes, polygons, etc, and Zones (gameplay regions): deployment, patrol, spawn zones; “Mission Points” dropdown with new “game logic” points, covers RetreatPoints now and will cover more functionalities later
  • Mission Editor: New AI Behaviors tab (stub) with Morale enablement toggle; more to come
  • Mission Editor: “Retreat when weapons expended” flag for missile and torpedo boats only; if enabled, these units will retreat to designated retreat zone after primary ASuW weapons expended
  • Mission Editor: Ability to specify mission briefing map (right pane) to be built entirely from labels created in the mission editor itself
  • Mission Editor: New Unit Damage State condition to detect when certain system categories are damaged on a unit, can also detect overall integrity
  • Mission Editor: New “FlightDeck_SuppressDefaultASWPreparation=True” INI key for mission authors who want to prevent ships from automatically having readied ASW helo
  • Added Argentina mast flag
  • Add weapon arc data

Changes from previous release:

  • Modified difficulty settings to be more descriptive
  • Improved loadout details for ranges and countermeasures
  • Damage Control: Overhauled DC UI with tooltips and hints, teams knocked out count, and UI groupings
  • First pass on refining aerial refueling:
  • Tanking can now be ordered from aircraft context menus; tankers must be compatible by refueling system type (probe/drogue, wingtip, boom)
  • Tanking aircraft will fly in formation with tankers and go to proper offsets for tanking (positionings are still WIP)
  • Adding receiver aircraft to tankers will create a queue and aircraft in queue will fly in Vic formation, moving in to take fuel one by one
  • Compatible aircraft (when selected) can right click a tanker to initiate refueling automatically
  • Initial pass on aircraft to make them compatible – example KC-135A, Tu-16N (both placeholders), and added configs to KA-3B, A-6E tanker loadout. Setup usn_fa-18a, usn_f-14a, wp_tu-22m, usaf_f-4e as example receivers
  • Incompatible refuelers will post a message and play the negative VO
  • Hiding the game UI will now also hide the cursor
  • Improve missile readying
  • Improve alignment during weapons firing
  • Mission Briefings now use the new format from Task Force Mode
  • Added more details to loadouts (weapon names, approx loiter time)
  • Optical views: hiding UI with Backspace will now hide the optical mode tooltip hint
  • Task Force Mode: Updated short descriptions for towed array ships to call out their value as force multipliers
  • Task Force Mode: Allow for different nation commanders in unrestricted mode
  • Task Force Mode: Awarded units are now worth their full price and can be sold if not wanted
  • Task Force Mode: First pass at gender neutral citation texts for later support of male/female commanders for post 1990 campaigns
  • Task Force Mode: removed ship picker for restricted unit count missions (03B, 05, 08) – replaced with the checkboxes on TF Manager top bar
  • Task Force Mode: new flag for missions that require all TF units to deploy
  • Task Force Mode: new hint text that explains how many units will deploy
  • Task Force Mode: Improve TFBuilder menu load time
  • Task Force Mode: Refund cost ALWAYS taken from unit ini or roster
  • Campaign: Pacific Strike: Fixed labels and added a few more enemy units to 02
  • Campaign: Pacific Strike: Added some random positioning to 03B
  • Campaign: Pacific Strike: USS Rentz added to campaign lineup
  • Campaign: Pacific Strike: added more exposition on backstory into slides
  • Campaign: Pacific Strike: Added missile boat retreat logic and removed Okean AGI from 06
  • Campaign: Pacific Strike: Fixed proper airstrike trigger, added missile boat retreat logic, fixed rearm cargo ship logic in 08
  • Campaign: Pacific Strike: added enemy CAP flights to 09
  • Campaign: Pacific Strike: Removed HMAS Orion from 08 (anachronism)
  • Campaign: Pacific Strike: Fixed briefing map inset locations for 03A, 05
  • Campaign: Pacific Strike: added some spice to 08A
  • Mission Editor: Added tab overflow controls for eventual air tasking (civ routes), background data, and campaign authoring pages
  • Units: added AdvancedARM and Torpedo stocks to Tarawa’s flight deck to accomodate eccentric airwings
  • Units: standardized radar cross section values for all tactical fixed wing aircraft
  • Units: Added date limitations to many ship loadouts (e.g. Ticonderoga Late only available in 1985)
  • Units: added Late loadout for Kanin DDG
  • Units: revised loadouts for Perth DDG
  • Units: added DateBased weapons to RAN Oberon
  • Units: RCN Oberon loadout now includes a post-SOUP variant w/Mk-48
  • Units: Removed QH-50 DASH capability from all non-JMSDF escorts and Gearing class DDs
  • Units: all submarines now have corrected diving depths according to their published test depths
  • Units: Virginia CGN gets SQS-53A in its “Late” loadout
  • Units: RAN Oberon now has Kariwara towed array in “Late” loadout
  • Units: Adelaide FFG now has Mulloka hull sonar
  • Units: Ticonderoga – bow sonar SQS-53B -> SQS-53A
  • Units: Spruance (ASROC) – corrected service date years
  • Units: added wire limitations to US and USSR submarines
  • Sensors: tweaked active performance of many active sonars
  • Sensors: added bespoke operating frequencies to some MF and HF sonars, slightly increasing effective range
  • Weapons: slightly tuned speed/range of 65-76 torpedo, range is now 27nmi at 50kt, 54nmi at 35kt
  • Weapons: Added more weapon profile icons
  • Weapons: RBU/antitorpedo now breaks wire of a hit torpedo
  • Weapons: Torpedo interception checks for RBU are limited to once per 7 seconds
  • Weapons: adjusted RBU-6000 and RBU-1000 minimum range
  • Weapons: adjusted RBU hit chances
  • Weapons: Sonobuoys now have accurate lifetimes for those exceeding 1 hour (SSQ-53 is now 8 hours)
  • Translations

Fixes from previous release:

  • Ending guiding alignment was not breaking connection for SARH and RC weapons
  • Fixed buoy RemainingLife
  • Fix for missing mesh (assault raft) crashing game
  • Gun alignment problem for vessels
  • Fix torpedo water entry bugs
  • Fix encyclopedia weapons display with changing weapon channels
  • Fix supersonic reference target
  • Fixed some FPS drop when DM panel was open
  • Missile contrails were cut off unnecessarily
  • Aircraft carriers use correct method to determine aircraft support
  • Save/Load: sensors marked required for engagement would sometimes be reenabled after loading a save, breaking EMCON
  • Save/Load: Survivor rescue was sometimes disabled for units on reloading save
  • Save/Load: fixed reloaded aircraft losing their squadron livery, callsign, and proper loadouts
  • Save/Load: Helicopters launched from ships in-game no longer receive “default 1” callsign when reloading
  • Mission Editor: flights of aircraft in trigger condition/action units were only saving the lead aircraft
  • Mission Editor: nation override was not visible in UI when reloading a mission
  • Task Force Mode: Fixed additional helicopter cost in Easy and Difficult modes
  • Task Force Mode: Units marked JoinTaskForce did not appear on the campaign map view
  • Task Force Mode: Fix unrestricted mode not showing all sub-variants
  • Task Force Mode: Very light damage could sometimes not be repaired
  • Task Force Mode: Removed incorrect points values from campaign rules doc
  • Task Force Mode: Campaign variables were not written to a global state – creating issues with persistence for Slava and 08 rearm ship
  • Task Force Mode: restricted missions like 03B would not show correct player force composition on campaign map
  • Task Force Mode: Prepare Airbase button could disappear if missions did not have a deploy zone specified
  • Campaign: Pacific Strike: Airfield in 07 was not reloaded since 05
  • Campaign: Pacific Strike: 08A is no longer available before completing 08
  • Campaign: Pacific Strike: Restored submarine threat to mission 10
  • Campaign: Pacific Strike: Removed cargo ship survival objective from 08; rearm for remainder of campaign is no longer gated by cargo ship objective which did not work properly
  • Campaign: Pacific Strike: Fixed resupply message on 10 in campaign menu (there are no missions after it)
  • Units: Alaska CGN ceiling and landing lights setup
  • Units: Kidd had no gloss map
  • Units: Texture wrap settings on emblem textures
  • Units: Texture bug on all Adams variants
  • Units: F-14A had 360 degree guidance
  • Units: Nimitz CVN corrected weapon system angles
  • Units: corrected M-III Ferry loadout issue
  • Units: corrected loadouts for Tango, Kilo SSKs
  • Units: removed stealth coating on Ivan Rogov (RCS: Medium -> VeryLarge)
  • Units: loadout issue with RAN Oberon
  • Units: “Early” loadouts now have dates for some units
  • Units: Sampan had too large RCS
  • Units: Airfield_small had no “limit integrity”
  • Weapons: flight characteristics of RIM-67C, SA-N-6, SA-N-7
  • Voiceovers: Japanese voiceover now uses proper Aviation English for altitude callouts
  • S-300 battery targeting points
  • Null refs

Triassic Games said more content is planned for the next major release in late September, which will add the Royal Navy / Argentina release. Share your thoughts on Sea Power 0.8.2 and its new Task Force Mode options in the comments, and follow us on X, Bluesky, YouTube, Instagram.

Triassic Games detailed the update in its official Steam announcement.

Sea Power: Naval Combat in the Missile Age

Sea Power: Naval Combat in the Missile Age

From the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in modern naval conflict campaigns. Use your advanced naval weaponry and sensors to respect rules of engagement and defeat the enemy forces in a tense fight for initiative and air/naval supremacy.

  • Genre: Simulator, Strategy
  • Platforms: PC (Microsoft Windows)
  • Modes: Single player
  • Release: 2024-11-12
  • Publisher: MicroProse

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

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