Dogs Of War Vu
Sim/Strategy/War => Games Discussion => Topic started by: Asid on August 15, 2020, 01:28:06 AM
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(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/header.jpg?t=1586302459)
Command ships, submarines and aircraft in the South Pacific during WWII.
Home page (http://killerfishgames.com/games/war-on-the-sea)
Steam (https://store.steampowered.com/app/1280780/War_on_the_Sea/)
Forum (https://steamcommunity.com/app/1280780/discussions/)
Youtube (https://www.youtube.com/user/PacificFleetDev/search?query=war+on+the+sea)
Single-player
War on the Sea
https://youtu.be/8sjPhyvhD1s
About
1942: The world is at war
The Japanese Empire expands throughout the Pacific where Allied forces attempt to halt its spread. A desperate struggle for control of the Solomon Islands is now underway.
How will you protect your transports as they deliver troops and supplies in the South Pacific? Will you deploy precious aircraft carriers to provide air cover? Do you screen the area with submarines? Or attempt to lure the enemy navy into a decisive surface engagement?
Major Features:
• Real time naval combat
• Theatrical external-view game play
• Play as Allied Forces or Imperial Japan
• Over 50 classes of playable ships
• Dynamic campaign
• Tactical control of aircraft (not a flight simulator)
• Fight fires, counter flood compartments and repair ships
• Sink ships using realistic buoyancy physics
• Historical missions based on actual naval engagements
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_bfd9ab6fc772eda0e80401bad26e32c64894bbbf.1920x1080.jpg?t=1586302459)
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_cf40328a20c623cbb93e1836a85ea6f5c44e2946.1920x1080.jpg?t=1586302459)
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_c3cbd9c5029eb551facd8deb317da0a352ca406e.1920x1080.jpg?t=1586302459)
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_b8eb6ff8a3db2222295edb75c542ab9952c7e9a4.1920x1080.jpg?t=1586302459)
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_f58086186da1510ba3a24ece182dd4a4c024cd0c.1920x1080.jpg?t=1586302459)
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War on the Sea - FAQ
What is War on the Sea?
War on the Sea is a tactical and strategic naval combat game where you command fleets of warships, submarines and supply convoys as well as tactical use of aircraft. The game is primarily set in the South Pacific during the early stages of World War II.
War on the Sea contains a series of single missions based on historical engagements as well as a dynamic campaign where you are tasked with securing control of the Solomon Islands during the early stages of World War II.
Release date?
To be determined. As with our previous titles, once War on the Sea is at a point in development where we are happy with it, we will prepare it for release.
Updated release date: February 2 2021.
Price?
Pricing has not yet been finalised.
Updated: US $39.99
Is War on the Sea turn-based like Atlantic Fleet and Pacific Fleet were?
No. War on the Sea is real time naval combat. Campaigns are also played in real time.
Are both sides playable?
Yes. You can play as Allied Forces or Imperial Japan.
What ships are in the game?
Most destroyer and cruiser classes from the early war period of both navies are included along with a select few of the most relevant transport, oiler, battleship, aircraft carrier and submarine classes. Over 50 classes in total are currently represented.
What aircraft are in the game?
Early war carrier borne fighters, dive bombers, torpedo bombers from both sides are available as well as a select few land-based medium and heavy bombers. Over 10 aircraft types are currently represented.
Will there be a Single Mission/Skirmish editor?
This is a very high priority and something we want to take further than we were able to with Cold Waters.
How is War on the Sea similar to previous games by Killerfish Games or others?
Many aspects of our previous game are reflected in War on the Sea. Ultimately it is the game we always wanted to make since working on Pacific Fleet back in 2009. Like our previous games Cold Waters and the Fleet series (Atlantic Fleet, Pacific Fleet), it contains a lot of small details in order to provide many tactical decisions for players.
Some of our favourite games from back in the day, "Great Naval Battles" and "Task Force 1942" have also been a major source of inspiration.
The following summarises major aspects of War on the Sea and what they resemble from other games:
• Cold Waters and Fleet series - external-view based theatrical game play
• Cold Waters - submarine warfare, level of simulation and dynamic campaign
• Atlantic Fleet - surface action, navy wide control of ships and historical missions
• Great Naval Battles - combat, damage control and dynamic campaign
• Task Force 1942 - setting and scope as well as some campaign elements
Will Online Multiplayer be available, PvP or Co-Op?
Multiplayer is a large and time consuming feature to add to the game. So we can say with 100% certainty that it will not be available in the initial release.
What can be modded in the game?
Data describing vessels, aircraft, weapons, sensors, sonar model, campaigns, single missions and environment setup/lighting can be edited. In addition all language and messages are exposed for translations or adding your own flavour to the content in game. The user interface is fully modifiable.
Users should be able to tailor vessel and weapon characteristics to their liking and author single missions as well as entire campaigns themselves.
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Development Update
Fri, August 14, 2020
Today we have some screenshots to showcase what we have been up to recently.
Allied Forces
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/d442735fcc42ae5075a4af2f4b6ce0a0e6a55dfe.jpg)
Ships of the Perth Class (modified Leander) and Kent classes. When playing the Allies, you will be able to recruit these ships in addition to those of the United States Navy.
Land-based Bombers
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/6339c47c7514d305e6a70b991586b7ffd19474d9.jpg)
Control formations of bombers, tackle enemy fighter groups and perform bombing raids against enemy ships.
Paint Schemes
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/3faadb9f7edff22f0ba1a71205c88dcbcc13182d.jpg)
Prototype of a Fletcher class destroyer in Measure 12 camouflage.
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Development Update
Fri, 27 November 2020
Original Soundtrack - Coming Soon
(https://steamcdn-a.akamaihd.net/steam/apps/1452640/header.jpg?t=1605916210)
https://store.steampowered.com/app/1452640
We're pleased to announce Aleksi Aubry-Carlson returns and has teamed up with the talented Jonathan Figoli to compose the War on the Sea original soundtrack. They've worked hard to create a score that captures the feel of WWII era naval combat and have produced over an hour of exceptional music for the game.
Be sure to add the War on the Sea Original Soundtrack to your Wishlist!
Battle Editor
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/37365267/fa244ee311ef64d3083945a19bfe0873a999a452.jpg)
War on the Sea will ship with a Battle Editor enabling you to generate a variety of custom scenarios. Whether you want to re-create historical engagements or "what if" scenarios, the editor lets you place ships and aircraft into the world, drag them into position, plot way points for the AI and then jump into the action!
Custom missions can be saved and allow you to play either side of a battle.
Release Date
Many folks ask when War on the Sea will be available. We have no definite date, but once we are approaching release we'll be sure to post an announcement.
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Coming Feb 2021
Sat, January 23, 2021
War on the Sea is coming to PC and Mac in February 2021.
Gameplay Trailer
Watch the brand new trailer showcasing many of the features in War on the Sea.
https://youtu.be/ym2nzXFhyCo
Dynamic Campaigns
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/95eac37aeced251366b558605d601ac3a233212b.jpg)
Dynamic campaigns focus on the Solomon Islands where you take command of the Allies or Imperial Japan to achieve your strategic goals in the Battle of Guadalcanal.
Command submarines, warships and merchant convoys as well as land and carrier based aircraft to win the war in the South Pacific.
Damage Model
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/abf9aa5a9171766221f5cf5bf61fa44059d2dff0.jpg)
War on the Sea is an entirely new game, developed from scratch, and features brand new buoyancy and damage models. In particular, we pay homage to the games of yesteryear as the damage control system has been heavily inspired by the classic Great Naval Battles.
Fight fires, control flooding and repair damaged subsystems to keep your ships afloat and in the fight.
Release Date
War on the Sea is coming February 2021.
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Released
03 Feb 2021
Release date?
February 2 2021.
Price?
US $39.99
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Upcoming Patch and Fixes
03 Feb 2021
First patch should be out in the next day or so and includes UI Scaling.
Some users on Win 7 are experiencing a crash on load. We're looking into the issue.
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Game manual
04 Feb 2021
PDF (61 pages) here (https://cdn.akamai.steamstatic.com/steam/apps/1280780/manuals/WarOnTheSea_Manual.pdf?t=1612337818)
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Here's whats coming in 1.01.
4 Feb 2021
I think we're on top of most of the weird plane behavior in the campaign. Still looking into whether aircraft numbers can duplicate on landing.
Version 1.01
In Progress
GENERAL
UI scaling Added to Options/Video
UI auto scales down for displays under 864 px high
Fixed incorrect Option toggles inadvertently setting full screen mode
Windowed game no longer resets to full screen on return to Main Menu
Custom Mission no longer throws error wen adding more than 10 ships to a group
BACK out of loading Single Mission returns to mission list
ALT DIRECTOR now correctly named in weapons panel
Renamed menu START buttons to CONTINUE when loading a file
Fixed Coral Sea to Midway typo in campaign tutorial
CAMPAIGN
Campaign Autosave activated, setting is in config.txt
Campaign Autosaves prior to entering 3D world
Aircraft encounters should no longer lock the campaign
Capped aircraft at 12 when launching a flight
Capped at 12 aircraft when creating an engagement
Capped each group at 12 aircraft when loading a campaign
Ignoring enemy aircraft now sticks and does not need to be reapplied
Merging more than 10 ships in total caps recipient group at 10 members
COMMAND POINT total correctly displayed after Release/Repair of ships
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Update Version 1.01
Thu, 4 February 2021
(https://cdn.akamai.steamstatic.com/steam/apps/1280780/ss_0c160560c7be3502dc3dd518af206560cf86440f.1920x1080.jpg)
GENERAL
• UI scaling Added to Options/Video
• UI auto scales down for displays under 864 px high
• Fixed incorrect Option toggles inadvertently setting full screen mode
• Fixed Coral Sea to Midway typo in campaign tutorial
• ALT DIRECTOR now correctly named in weapons panel
• BACK out of loading Single Mission returns to mission list
• Renamed menu START buttons to CONTINUE when loading a file
• Tutorial: Campaign set New Hebrides port and airfield to rank 4 so they can be upgraded
• Aircraft and ships that leave the engagement zone are no longer counted as destroyed at combat end (for campaigns too).
Submarines: SCOPE or SILENT effects all subs in combat - could not reproduce, working for us even if all subs selected when issuing command
CAMPAIGN
• Campaign Autosave activated, setting is in config.txt
• Campaign Autosaves prior to entering 3D world
• Custom Missions correctly limited to 10 ships in a group
• Aircraft encounters should no longer lock the campaign
• Capped aircraft at 12 when launching a flight
• Capped at 12 aircraft when creating an engagement
• Capped each group at 12 aircraft when loading a campaign
• Ignoring enemy aircraft now sticks and does not need to be reapplied
• Merging more than 10 ships total caps recipient group at 10 members
• COMMAND POINT total correctly displayed after Release/Repair ships
• Aircraft numbers no longer duplicate on landing a flight
• Closing group panel now cancels navigation mode
• Cycling to new group or location also cancels navigation mode.
• Submarines now correctly reload torpedoes at start of campaign engagements.
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v1.02 5 Feb 2021
Fri, 5 February 2021
GENERAL
• Volume settings saved and reapplied correctly
• Added name of ship to submarine control messages (SCOPE, SILENT etc)
• Typo in Type B2 displacement corrected
CAMPAIGN
• Loading a campaign file that was saved in combat no longer resets date to year 1 which broke the campaign
• Opening the REPORT and closing it during pre-combat briefing can no longer end the battle
• Command points refunded when releasing ships now correctly modified by difficulty settings
• Ship aircraft timers fixed so as not to calculate massive/inappropriate cool down times when launching/landing planes
• Added "aircraftLaunchCooldown":60,"aircraftLaunchPayloadCooldown":180 variables to config.txt file
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Version 1.03 6 Feb 2021
Sat, February 6, 2021
GENERAL
• Torpedo tubes now correctly calculate intercept positions for torpedoes (effected subs only)
• Changing Unit Viewer when not on front page now syncs ship names correctly
• config.txt changed "shelldamageParams":{"x":-90.0,"y":10.0} so that shell calibres around 100 now do damage
• Benson & Gleaves gun type corrected to 5"/38 Mark 12
• 5"/25 Mark 17 guns corrected to be dual purpose
• B5N Kate 3x 250kg bomb payload now correctly applied
• config.txt added "showWin7Movies":false to disable movies on Windows7 by default; due to crash on startup issue
• Attacking a deep submarine will no longer ditch aircraft that are strafing or using a rocket attack
CAMPAIGN
• Ships and aircraft leaving the engagement area no longer erroneously appear on LOSSES list
• Rearm now correctly replenishes BB and CA ammo after performing bombardments
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Version 1.03b 7 Feb 2021
Sun, February 7, 2021
• Fixed bug introduced in v1.03 that allowed duplicate player ships and broke the player ship roster/repair list
• Unit Viewer can no longer "drift" off screen when UI scaling is on and switching in/out of combat
• Option settings no longer reset after a version change
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Version 1.04
8 Feb 2021
GENERAL
• Torpedo tubes now correctly apply solution data and torpedo run speeds when calculating intercept points
• Torpedo tube accuracy decreased by low solution value
• Momi - removed erroneous reference to depth charges in data file as these were removed 1939
• Added additional check for no damage applied with duds in case of report where a dud may have caused damage
• Silent running canceled when firing torpedoes, correctly updates torpedo room tubes ready/reload time
• Hotkey for torpedo tubes now works
• UI scaling no longer reduces size of AAA arcs in Unit Viewer when switching ships
• diveBombManeuvreRate:{"x":0.1,"y":1}} variable added to config.txt to assist with dive bombing accuracy
CAMPAIGN
In rare cases where player is forced start combat with a ship on/near land, game will now automatically seek out water position with 4km radius
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Version 1.05
9 Feb 2021
GENERAL
• When paused, breaking formation and changing altitude no longer locks aircraft into unresponsive north heading
• Dive bomber accuracy no longer offset by target listing direction
• Dive bomber accuracy no longer impacted by FPS/V-sync setting; config.txt "diveBombManeuvreRate":{"x":0.35,"y":1}
• Aircraft striking ground now generate log message as downed
• message_log.txt added new message: TargetNotDetected
• Aircraft losing contact with target now attack last known position, not target itself
• Aircraft will not strafe or fire rockets against an undetected target
• Aoba icons corrected
• Hatsuharu icons corrected
• Agano main gun type corrected to 15.2cm5041stYearType
• Hatsuharu and Shiratsuyu main gun type corrected to 12.7cm50Type3
• Oyodo secondary guns corrected to 10cm65Type98
• SETTINGS renamed to FIRING ORDERS on weapon panels as it represents what you want to do, not what turrets are currently doing (mouse over turrets for that)
• Gun calibre displayed on damage control icons and weapon panel icons
CAMPAIGN
Rearming carriers/ships with planes in the air now correctly calculates aircraft numbers
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Arcade or Sim?
Gunnery fire rates are historical.
Accuracy is based on target solution which is modified as follows;
Rate of Solution Accuracy Increases with:
- Good visibility to target, at close range
- Using Spotting fire against the target
- Correct identification of target ship class
- Using radar
- Target using radar
- Dark conditions and target illuminated by fire, muzzle flashes or fire
- Tracking target with multiple directors
Rate of Solution Accuracy Decreases with:
- Poor visibility to target, at long range
- Changes in target course or speed.
- Changes in observing ship's course or speed.
- Target is burning or releasing smoke (unless observer using radar)
- Losing contact with target
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Version 1.06b Now Live
10 Feb
GENERAL
• Guns firing flak automatically stop if HE ammo runs out
• Guns firing flak no longer spam "No Ammunition" messages if HE ammo runs out
• Improved air formation behavior if air leader shot down during an attack, especially during a dive bomb
• Forming up flights under new leaders clears references to original leader
• Wichita stern secondary gun number of barrels and icon corrected.
• Tutorial panel respects UI scaling across all lessons
• Save game dialogue box respects UI scaling in Campaign and Custom Mission
• Submarine torpedo tube number correctly display during pre-combat briefing
• Improved aircraft terrain avoidance AI (player MUST still manually avoid terrain if flying a plane themselves)
• Dogfighting aircraft now intercept targets properly (bug introduced v1.06)
• Cancelling MAN with the toggle firing now clears the weapon waypoint placement
• Fixed a few subtle issues where switching MAN firing on/off or cancelling it could get out of sync with target data
• Kate max speed corrected to 204 kn
CAMPAIGN
• Removing all troops from a home port no longer renders it neutral
• Aircraft with 0 endurance that were never given a course to follow now land as expected
• Player aircraft no longer "auto moved" in campaign combat if player ships are present
• Subs moved to intercept position only if subs present for that side (no other surface ships, no air)
• Submarine reloads and tubes ready correct and persistent over campaign combat sessions
• Ground war continues to be calculated in cases where all opposing troops are "evacuated" from a location
• Merging task forces now calculates correct speeds of each group
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Version 1.07 - 13 Feb 2021
Sat, February 13, 2021
GENERAL
• Star shells no longer generate damage
• Star shells correctly sync up with MAN on/off/cancelled
• Star shells now correctly fire in Museum in MAN mode
• When in formation or following, orders panel now lists leader ID and name
• Submarines may change their depth when in formation or following a leader
• Corrected torpedo type 93 and 95 files
• IJN submarines TypeB1 and Type B2 torpedo type corrected to type 95
• Added new torpedo: type96
• Early IJN destroyer/cruiser torpedo type corrected to the type 96: Momi, Minekaze, Wakatake, Kamikaze, Tenryu, Kuma
• AI ships no longer break and retreat due to damage unless player is or has been detected
• Ships no longer stall behind a crippled or sinking leader
• AI ships no longer wait up to 2 minutes to react after detecting player units
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Version 1.07d Released
Wed, February 17, 2021
UI IMPROVEMENTS
• Fixed screen height detection and Options page not responding for screen heights below 850 px
• All possible screen resolutions now displayed under Options resolutions setting
• Pause Menu added with options to resume, save or quit the session or game
• In combat, Escape now closes panels then if pressed again takes player to Pause Menu
• In campaign strategic map, Escape now closes panels sequentially, then if pressed again takes player to Pause Menu
• Right Click cancels Navigation mode in Tac View
• Right Click cancels Navigation mode on Strategic Map
• Right Click cancels Navigation mode in Custom Battle
• Renamed Sea Group orders dropdowns to make them clearer
• New icon for "Execute" orders buttons so as not to appear as checkboxes
• WORLD button renamed to TACTICAL
• Updated tutorials to reflect UI changes
• CombatMountText syle added to styles.txt
• Gun mounts now display the shell type currently being fired on the turret icons
GENERAL
• somers_model.txt corrected "numberToFire":[2,2,2]
• Corrected armor and TDS schemes in _data.txt files for Atlanta, Cleveland, Pensacola, Northampton, Portland, New Orleans, Wichita, Baltimore
• Farragut and Mahan guns corrected to DP 5"/38 Mark 12
• Can no longer create mixed formations of Sea & Air by swapping the Unit Roster
• Only Surface Radar provides a bonus to target solution calculations
CAMPAIGN
• Released ships that are undamaged no longer show up in repair queue with base number of repair days
• Strategic Map music now correctly plays whenever returning to the map
• Additional checks to prevent RTB orders being issued or carried out by Sea groups which could delete them or cause them to stop moving
Bugs introduced in v1.07b should be fixed:
• Ships/Task forces should no longer be able to disappear off the map
• Aircraft with no valid ship to return to should ditch and be removed from the ma
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Version 1.07f2
Feb 23 2021
UI
Unit Roster color coded by leaders and followers
LEFT Click on color tabs selects unit and all members of that formation/group
Controlled Unit roster text now highlighted YELLOW
Zoom In/Out keys now zoom Map, even when not in binoculars view
Selecting a new unit now updates target information while game is paused
Orders panel now correctly displays new selected unit's navigation data
GENERAL
• MALAITA typo corrected on strategic map
• Fixed campaign tutorial which had insufficient resources to demonstrate upgrading ports/airfields
• Atlanta AAA gun display in Unit Viewer corrected
• Corrected AAA data for Agano and Aoba _data.txt files
• Corrected Farragut class ship name typo: Macdonough
• Perth class assigned main guns to correct magazines
• Fixed a bug where map icons would not scale correctly after quitting a previous battle via the Pause Menu
• Breaking out a unit within a line formation now keeps any followers in original formation
• Added an error message when trying to create air formation with different aircraft types
• Switched Air Line Ahead to follow leader only which solved line ahead issues with new Roster Interface
CAMPAIGN
• Return to base on first waypoint (and task forces stopping?) further addressed
• Removing ship during recruitment now updates Unit Viewer to longer display it as under command
• Enemy ships with extensive damage can no longer call a retreat at combat startup (prior to player ships being generated) which could lock up a campaign and require a reload
• Map Waypoints should now correctly be restored on reloading a campaign
• AI strategic decisions limited to 1 per day
• AI no longer launches fighters against ships
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Version 1.08 in BETA
Wed, February 24, 2021
UI
• Ship Roster Tabs no longer overlap in battles with greater than 10 ships
GENERAL
Using air radar no longer gives a bonus to max solution against ships
• ship_data.txt file edits:
• Yamato 30km surface radar added
• Yorktown TDS added
• New Orleans 5" belt over machinery spaces
• Atlanta 3.75" belt rounded to 3.8" (96mm)
• Kamogawa Maru main gun firing arcs corrected
• Torpedo room gyro angle display added for submarines to aid with estimating accuracy of torpedo salvos
• Submarine torpedo tubes now fire if current target is not the one being tracked by the control room, they fire at the CURRENT TARGET
CAMPAIGN
• Campaign Summary and Task Force ships now display ammunition, aircraft names, cargo and damage on mouse over
• Sea groups can longer receive a waypoint placed on a strategic map position that is not water
• Loading a campaign saved with a different game version creates a backup copy of the file in campaign_backup folder
• Ship torpedo mount ammunition now correct between campaign battles
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Version 1.08b (In Beta)
Thu, February 25, 2021
Version 1.08b (In Beta)
GENERAL
• Error message "No Valid Solution" displayed when no mathematical solution to target intercept exists; torpedoes cancel, guns will not fire until valid
• Unit Viewer now holds focus on Name In Class
• Fixed rear torpedo tube torpedo orientation on firing
• Removed the duplicate Akatsuki ships listed as members of the Fubuki class (will not change existing campaigns)
ship_data.txt file edits:
- Brooklyn TDS added
- Amphion TDS added
- Cleveland TDS edited
- Takao belt at magazines thickened to 5"
- Atlanta Magazine armor added
CAMPAIGN
• Fixed Ship Preview panel to display correct cargo type and amount
• Fixed Ship Preview panel to display on ships during task force creation
• Releasing ships returns any cargo on board to the location
• Releasing ships closes cargo and formation panels if they were open
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Version 1.08bh1 now Live
Sat, February 27, 2021
GENERAL
• Error message "No Valid Solution" displayed when no mathematical solution to target intercept exists; torpedoes cancel, guns will not fire until valid
• Unit Viewer now holds focus on Name In Class
• Fixed rear torpedo tube torpedo orientation on firing
• Removed the duplicate Akatsuki ships listed as members of the Fubuki class (will not change existing campaigns)
• ship_data.txt file edits:
- Brooklyn TDS added
- Amphion TDS added
- Cleveland TDS edited
- Takao belt at magazines thickened to 5"
- Atlanta Magazine armor added
CAMPAIGN
• Fixed Ship Preview panel to display correct cargo type and amount
• Fixed Ship Preview panel to display on ships during task force creation
• Releasing ships returns any cargo on board to the location
• Releasing ships closes cargo and formation panels if they were open
• Weather icons updated on loading campaign
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Version 1.08c now in BETA
Sun, February 28, 2021
GENERAL
• Torpedoes and depth charges no longer factored into Time Compression availability
• Time compression filtered by air attack distance 250,200
• Mission file guadalcanal1 - corrected references to Akatsuki class ships (originally listed under Fubuki Class)
• Fixed Malaita typo in tutorial missions and campaign001 objectives
• Fixed submerged speed penalty on submarines for loss of propellers and electric engines
• Fixed submarine cavitation when propulsion offline
• Surface radar no longer provides Solution bonus against submerged targets
• Yorktown and Shokaku data.txt "aircraftTotal":[24,24,24] to more historically accurate values
• Added "minute= min" to dictionary/general.txt
CAMPAIGN
• Campaign ammo preview corrected for ships having performed bombardments
• Scout aircraft default to 1 aircraft when preparing to launch
• Added display for Endurance and Cooldown when launching aircraft/switching payloads (dictionary/general.txt AirLaunchData)
• Language/campaign_message.txt added "MaxFlight" message
setup.txt file edits:
- postEngageSeaCooldown decreased to 30 min
- Added 300x time compression rate, timeCompression:[0,1,60,300,600,1800]
- Reduced maxCampaignDetectionRange:50.0 to 35 km
config.txt file edits:
- aircraftLaunchCooldown:0
- New variable "maxInFlight":12
- Flights from ships and airbases now limited by "maxInFlight":12
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Version 1.08c2 in BETA
Mon, March 1, 2021
• Nation and ship type filters added to Unit Viewer
• Corrected 50 B17 typo in campaign001 setup.txt (introduced v1.08c)
• Added support for flights greater than 12
• Using map toolbar to follow target no longer drops out of binocular view
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Version 1.08c3
Tue, March 2, 2021
• Fixed 10th ship not getting placed correctly in some formations
• Corrected breaking up of air groups into groups of 4
• Corrected scout launch defaulting to 1, even if no scouts remaining
• Repairing an offline gun will not return it to online if associated magazine is not functional
• Decreased strafe damage and improved armor protection against strafing
• ship_data.txt file edits:
- Wichita TDS at forward magazine corrected
- North Carolina armor corrected
- South Dakota armor corrected
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Version 1.08c3 now LIVE
Fixed 10th ship not getting placed correctly in some formations
Corrected breaking up of air groups into groups of 4
Corrected scout launch defaulting to 1, even if no scouts remaining
Repairing an offline gun will not return it to online if associated magazine is not functional
Decreased strafe damage and improved armor protection against strafing
ship_data.txt file edits:
- Wichita TDS at forward magazine corrected
- North Carolina armor corrected
- South Dakota armor corrected
Version 1.08c2
Nation and ship type filters added to Unit Viewer
Corrected 50 B17 typo in campaign001 setup.txt (introduced v1.08c)
Added support for flights greater than 12
Using map toolbar to follow target no longer drops out of binocular view
Version 1.08c
GENERAL
Torpedoes and depth charges no longer factored into Time Compression availability
Time compression availability now filtered by air attack distance 2500m vs Sea, 2000m vs Air
Mission file guadalcanal1 - corrected references to Akatsuki class ships (originally listed under Fubuki Class)
Fixed Malaita typo in tutorial missions and campaign001 objectives
Fixed submerged speed penalty on submarines for loss of propellers and electric engines
Fixed submarine cavitation when propulsion offline
Surface radar no longer provides Solution bonus against submerged targets
Yorktown and Shokaku data.txt "aircraftTotal":[24,24,24] to more historically accurate values
Added "minute= min" to dictionary/general.txt
CAMPAIGN
Campaign ammo preview corrected for ships having performed bombardments
Scout aircraft default to 1 aircraft when preparing to launch
Added display for Endurance and Cooldown when launching aircraft/switching payloads (dictionary/general.txt AirLaunchData)
Language/campaign_message.txt added "MaxFlight" message
setup.txt file edits:
- postEngageSeaCooldown decreased to 30 min
- Added 300x time compression rate, timeCompression:[0,1,60,300,600,1800]
- Reduced maxCampaignDetectionRange:50.0 to 35 km
config.txt file edits:
- aircraftLaunchCooldown:0
- New variable "maxInFlight":12
- Flights from ships and airbases now limited by "maxInFlight":12
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Version 1.08c4
16 Mar 2021
GENERAL
• Campaign paused whenever entering TACTICAL view
• WORLD changed to TACTICAL in tutorial 12 page 7
• Fixed Air groups that would sometimes ignore detected player ships
• No valid firing solution message no longer displayed by AI units
• Museum correctly displays name of last selected unit when using filters
CAMPAIGN
• When possible, AI carriers now deploy a fighter wing when engaged (CAP)
• When possible, AI carriers now also deploy a bomber wing when engaged by a player Sea group
• Player may IGNORE an engagement with a single enemy aircraft (fighter, bomber etc) as they are almost always acting as a scout
• Other AI aircraft types acting as scouts now correctly report player positions as the Scout subclass does
-
Version 1.08d3 now in BETA
8 Apr 2021 (BETA)
GENERAL
Edited amphion_data.txt to allow Perth class light cruisers to carry troops
config.txt added new variables;
shipTacticalRetreatAtDamage:0.15 to set % compartments damaged to trigger retreat (0.15 = MODERATE damage)
CAMPAIGN
Campaign setup.txt files added new variables (Destroyed = destroyed compartments / # compartments in hull);
taskForceRetreatCapitalDestroyed:0.15
taskForceRetreatHighestDestroyed:0.2
taskForceRetreatAverageDestroyed:0.1
AUTOMATIC SCOUTING
"Launch Scout" button added to Sea Group panel (launches a single aircraft of first valid type from selected ship with no playload)
References added to UI image folder and styles.txt along with new image files for:
ScoutLaunch
ScoutClear
ScoutPoint
Air Group Panel: Added scout waypoint UI; available when number in Air Group = 1
Aircraft will follow scout points specified, return to ship, then repeat continuously (even outside Air Op hours), if parent ship sunk or released, scout is lost on attempting to return
config.txt added new variables;
campAutoScoutPointRange:120 to set scouting point range at 120km from origin (50% distance for inner points)
Version 1.08d2 now LIVE
8 Apr 2021
GENERAL
AI Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
AI ships attempt to disengage when reaching Damage Status "Moderate", rather than based on loss of speed
Ensured all retreating ships correctly get their AI flagged as such
CAMPAIGN
Player submarine groups using IGNORE no longer re-engage ignored enemy Sea groups
AI Task Forces get assigned HOME mission if < 50% of ships remain (based on mission data, not ships in combat)
AI Task Forces get assigned HOME mission calculated on # compartments destroyed / # hull compartments (capital ships (15%), any single ship (20%), average of group (10%))
Version 1.08d
1 Apr 2021
GENERAL
Submarines preparing to dive no longer fire AAA
CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)
config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over
Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)
Version 1.08d2 now in BETA
GENERAL
AI Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
AI ships attempt to disengage when reaching Damage Status "Moderate", rather than based on loss of speed
Ensured all retreating ships correctly get their AI flagged as such
CAMPAIGN
Player submarine groups using IGNORE no longer re-engage ignored enemy Sea groups
AI Task Forces get assigned HOME mission if < 50% of ships remain (based on mission data, not ships in combat)
AI Task Forces get assigned HOME mission calculated on # compartments destroyed / # hull compartments (capital ships (15%), any single ship (20%), average of group (10%))
Version 1.08d now in BETA
1 Apr 2021 (BETA)
GENERAL
Submarines preparing to dive no longer fire AAA
CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)
config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over
Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)
Version 1.08c8h1 now LIVE
28 Mar 2021
config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth
HOTFIX
IGNORE button now works correctly (bug introduced v1.08c8)
Thu, March 25
Version 1.08c8 now in BETA
config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth
Version 1.08c7
22 Mar 2021
GENERAL
Attacking aircraft with only the fighter flight leader now assigns all followers to also attack
CAMPAIGN
AI no longer launches new scouts against a player group that is already spotted (multiple existing scouts looking for player may still vector to it though)
AI no longer launches aircraft against scouts
AI locations now correctly apply cool down on launching aircraft
Air groups no longer spot contacts or generate encounters outside allowed Air Operation hours
Corrected Campaign Summary RULES display of air Op hours which started 1 hour too early
Starting a Campaign engagement should no longer fail to load due to badly damaged enemy ships
config.txt added new variables;
aircraftLandCooldown:240 seconds applied to each aircraft landing at a location or ship
aircraftDestroyedCooldown:600 seconds applied immediately after an engagement for each aircraft destroyed (Locations only)
postAirBreakSwitchTargetProb:[0.0,0.2], probability for player,enemy aircraft to switch to nearest target after preforming a dogfight break turn
Version 1.08c6
19 Mar 2021
RULES detection ranges converted to imperial/metric and units displayed
Other aircraft acting as scouts no longer generate encounters once IGNORE is used on them
config.txt added "campaignLocationRadiiFactor":1.0 to edit the radius displayed for location detection ranges
Version 1.08c5
18 Mar 2021
GENERAL
yamato/42.txt corrected deck and funnel armor
CAMPAIGN
Campaign setup.txt files added 2 variables for AI scoutings behaviour:
- "autoScoutThreshold":400
- "applyScoutDetectionModifier":true
config.txt campaignMapInertiaDuration:0.1 to assist with users having run away map inertia
Added new Option for "Simple Camp. Map Drag" so that campaign map drags in same manner as tactical map
default/language/dictionary/generat.txt added StratMapSpeed=Simple Camp. Map Drag
Added gridlines to strategic map graphic
config.txt "showCampaignLocationRadii":true to display max airfield and port detection ranges
Engagements now sort nearby units by distance to find the closest valid Sea and Air groups to place into combat
Engagements now always reveal the enemy icon
Sea group postEngagementTimer only applied after an engagement if any opposing ship was present and remains unsunk
Added a check for corrupt ammunition data which should (mostly) allow correct loading of TACTICAL
-
Automated Scouting - In BETA
Thu, 8 April 2021
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/0e932e3c4ae53517b6dc91409648ef22371bffac.jpg)
Scout aircraft can now be launched from ships and assigned a path to follow. Aircraft continuously follow the specified path, returning to their ship to refuel.
Once set up, a scouting path does not need to be managed unless;
- scout is shot down
- ship launching it is sunk or released from command
- the path requires editing or a manual course is desired
Scouts continue to fly at night so as not to require setting up all scouts the following morning.
Any Air Group with 1 member gains access to the scouting UI making it possible to launch any aircraft desired, with or without a payload, and set it up as a scout.
Carrying a payload will reduce the maximum range a scout can fly before having to refuel.
To use automated scouting:
1) Select a ship with aircraft and click the Scout button.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/dc05ce055ed0ba0e51287145172571168bfc8cd2.jpg)
A single aircraft of the first valid type on that ship is launched.
- Cannot launch if ship is currently on Air Op cool down
- Cannot launch if outside Air Op hours (however once launched will repeat path, even after Air Op hours)
2) Map out a path using the waypoint buttons.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/fc28d6aa2904a6dcd9e0b67295aaf28e6cd9068b.jpg)
Clicking the centre button (ship) will clear the path.
3) Aircraft will continuously follow the specified path.
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read 1.08d3.
-
Version 1.08d4
Tue, 13 April 2021
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_0c160560c7be3502dc3dd518af206560cf86440f.1920x1080.jpg)
GENERAL
Clicking on Action Report ship icons no longer displays a white sprite over the icon
CAMPAIGN
Dive bomber start altitude no longer lowered in encounters involving no opposing ships (or submarines only); they should now always dive
AI scouts now report player position and leave the area
Removed date threshold check for victory/loss condition as not communicated to player
Campaign setup.txt files removed variable; "dateThreshold":[1,9,1942]
Reworked campaign victory/defeat to check for neutral locations and detect correct ending of campaigns
Campaign victory/defeat check moved from daily to hourly
AUTOMATIC SCOUTING
Launch Scout button only appears on campaign Sea Group panel after ships recruited
AutoScout path updates relative to ship position at every waypoint reached
Search Range Slider added; use to set distance of scout waypoints from task force (removed inner ring of waypoint buttons)
Circular search toggle (clockwise and anti-clockwise) added to Air Group Panel, plots circular path based on search range slider, direction based on toggle
References added to UI image folder and styles.txt along with new image files for:
ScoutClock
ScoutAntiClock
config.txt modified variables;
Deleted: campAutoScoutPointRange:60
Added: "campAutoScoutPointRanges":[15,30,60,90,120,150,180,240,300] to set Scout Range Slider values
-
Automatic Scouting Now Available
Sun, 18 April 2021
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/39af632e18e46337e90c463c45c8f633fefc8978.jpg)
Version 1.08d5 which contains automatic scouting is now live.
Full change log of what is in version 1.08d5 can be found below:
Version 1.08d5
AUTOMATIC SCOUTING
Launch Scout button only appears on campaign Sea Group panel after ships recruited
AutoScout path updates relative to ship position at every waypoint reached
Search Range Slider added; use to set distance of scout waypoints from task force (removed inner ring of waypoint buttons)
Circular search toggle (clockwise and anti-clockwise) added to Air Group Panel, plots circular path based on search range slider, direction based on toggle
References added to UI image folder and styles.txt along with new image files for:
ScoutClock
ScoutAntiClock
config.txt modified variables;
Deleted: campAutoScoutPointRange:60
Added: "campAutoScoutPointRanges":[15,30,60,90,120,150,180,240,300] to set Scout Range Slider values
"Launch Scout" button added to Sea Group panel (launches a single aircraft of first valid type from selected ship with no playload)
References added to UI image folder and styles.txt along with new image files for:
ScoutLaunch
ScoutClear
ScoutPoint
Air Group Panel: Added scout waypoint UI; available when number in Air Group = 1
Aircraft will follow scout points specified, return to ship, then repeat continuously (even outside Air Op hours), if parent ship sunk or released, scout is lost on attempting to return
config.txt added new variables;
campAutoScoutPointRange:120 to set scouting point range at 120km from origin (50% distance for inner points)
GENERAL
Corrected armor schemes on south_dakota_data.txt and kongo_data.txt
Corrected torpedo numbers in fubuki_model.txt and mutsuki_model.txt (launcher graphic still incorrectly shows 4 torpedoes)
Corrected sprite appearances on Action Report
message_log.txt modifications to display observing ship (BRG values relative to it):
NewContact
ReEstablishContact
LostContact
config.txt new variable
timeStampMessageLog:true
Clicking on Action Report ship icons no longer displays a white sprite over the icon.
Edited amphion_data.txt to allow Perth class light cruisers to carry troops
config.txt added new variables;
shipTacticalRetreatAtDamage:0.15 to set % compartments damaged to trigger retreat (0.15 = MODERATE damage)
CAMPAIGN
Dive bomber start altitude no longer lowered in encounters involving no opposing ships (or submarines only); they should now always dive
AI scouts now report player position and leave the area
Removed date threshold check for victory/loss condition as not communicated to player
Campaign setup.txt files removed variable; "dateThreshold":[1,9,1942]
Reworked campaign victory/defeat to check for neutral locations and detect correct ending of campaigns
Campaign victory/defeat check moved from daily to hourly
Campaign setup.txt files added new variables (Destroyed = destroyed compartments / # compartments in hull);
taskForceRetreatCapitalDestroyed:0.15
taskForceRetreatHighestDestroyed:0.2
taskForceRetreatAverageDestroyed:0.1
-
Version 1.08d8 now in BETA
3 May 2021 (BETA)
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_0c160560c7be3502dc3dd518af206560cf86440f.1920x1080.jpg)
GENERAL
All ship_model.txt files corrected propeller rotation directions
tone.model.txt corrected torpedo arc data
ship_data.txt modifications;
gridley, bagley, sims, cleveland, pensacola, wichita - corrected length and beam values
ALL US submarines specified "systemIndex":1 for aft torpedo room - to fix # torpedoes displayed on Damage Control panel
all submarines - test depth (although most cases already extremely close)
Torpedo mount number to fire slider no longer drops to last number of torpedoes fired
Engine noise audio now increases when ships reverse (audio bug only, did not impact sonar noise)
torpedo_type93.txt corrected yard to metre conversion for run distance "runDistances":[20000]
Sonar Sensitivity Option added (1x to 4x multiplier):
config.txt edited "seaStateSonarModifier":[1.0,1.0,1.0,1.0,0.8,0.6,0.4,0.2,0.1] (last value increased to 0.1)
language/english/dictionary/general.txt added sonarSensitivity and sonarSensitivityOptions
optionsDefault.txt added "sonarSensitivity":1
CAMPAIGN
Airfields: destroyed aircraft not replaced until following dawn when air ops become available again
Added support for adding new campaign locations to existing save files
Added new campaign location to both campaigns: Cooktown
default/campaign/campaign001 and campaign002 folders modified:
- maplandLocations.txt added cooktown as rank 5 airfield, rank 3 port
- seaWaypoints.txt added waypoint for cooktown
- seaWaypoints.txt linked other waypoints to cooktown (Coral0, Coral6)
- setup.txt "mapZoomLevels":{"x":0.2,"y":0.95}
default/language/english/campaign/capmaign001 and campaign002 folders modified
- mapLocationNames.txt added COOKTOWN
- mapLabels.txt shifted NEW GUINEA tag to not clip at default zoom
Support for adding/removing AI Sea Missions to existing campaigns
New "missionString":"Deprecated" in seaMission.txt files
- any existing AI sea group with this mission type will immediately return home and be released from AI command
- A new sea group will not be created if missionString is set to Deprecated
Submarines again placed into ambush positions (bug introduced v1.08d7)
config.txt new variable "subAutoAmbushPosition":[true,true] to specify whether [player, enemy] submarines placed into ambush positions
-
Version 1.08d9 now in BETA
Mon, May 10, 2021
Version 1.08d9
10 May 2021 (BETA)
GENERAL
Sorted combat toolbar to be in front of Message Log
CAMPAIGN
New campaign win condition added if many enemy ships sunk
Both campaigns modified:
- Campaign setup.txt files added new variable to both campaigns
- winEnemyShipsSunk:100 - new win condition to end a campaign if enemy is overwhelmed. Calls event "shipsSunk.txt", setting to 0 or negative value disables this win condition.
- Added "shipsSunk.txt" event to language folders for both campaign
- objectives.txt updated to reflect new alternate win condition
config.txt added new variables:
playerSubAmbushOffset:[3000,5000,1500,3000]
enemySubAmbushOffset:[1500,2500,750,1500]
4 numbers are in metres [forward offset min, forward offset max, perpendicular offset min, perpendicular offset max]
Perpendicular offset is randomised left or right
Both variables require "subAutoAmbushPosition":[true,true] to be applied
nightEncounterMaxRange:15 - encounters at night will only occur at or below this range
Custom Sea Group names preserved when splitting or merging groups
Generating an encounter in the same check as a group becoming "un-spotted" no longer breaks campaign timer cycles
Number of aircraft landing on a ship can no longer exceed air capacity of that ship
-
Version 1.08e in BETA
Sun, 23 May 2021
GENERAL
Less smoke usage by AI;
- Retreating AI ships only lay smoke if detected so as not to give away their position
- Retreating AI ship that is not laying smoke will begin to do so upon taking additional damage
Torpedo improvements;
torpedo_type95.txt corrected speed and range to reflect Mod 1 model of this torpedo, removed wake
torpedo_type96.txt corrected damage amount, removed wake
Player torpedoes displayed on map correctly reinstated on loading combat
Added 3 new torpedo models to default/ammunition;
- torpedo_533mm6year.txt
- torpedo_610mm8year.txt
- torpedo_type90.txt
- default/language/english/dictionary.weapons.txt added new variables for new torpedo models
Torpedoes with "hasWake":false have greatly reduced trails on ocean surface
ship_model.txt modifications for historical use of newly added torpedo models;
torpedo_533mm6year
momi
minekaze
wakatake
kamikaze
tenryu
kuma
torpedo_610mm8year
mutsuki
torpedo_type90
fubuki
hatsuharu
Detection of enemy torpedoes in the water by player ships;
- aerial dropped torpedoes always detected as dropping them is observed
- default/language/english/dictionary/message_log.txt added TorpsInWater variables
default/config.txt added;
pauseOnTorpedoDetect:false - on detecting enemy torpedoes, combat is paused
torpedoVisDetectionDist:1000 - max visual detection range for torpedoes in metres
torpedoSonarDetectionDist:1000 - max passive sonar detection range for torpedoes in metres
torpedoWakelessModifier:0.3 - wakeless torpedo detection modifier
Ship navigation auto-evade toggle added to Orders panel;
- Toggle off will cause player ships to no longer avoid navigation hazards (other ships)
- default/language/english/messagelog.txt added ShipEvasionOn and ShipEvasionOff variables
- default/language/english/dictionary/general.txt added AutoEvade
- default/interface/styles.txt added evade hazards sprites to CombatTogglesBase and CombatTogglesActive
- default/interface/images/ui folder added autoEvade.png and autoEvadeActive.png
shokaku_model.txt corrected secondary guns to 2 barrels per gun
CAMPAIGN
default/language/english/camapign/campaignXXX/event1.txt fixed "damage" to "damaged" typo
-
Torpedo Improvements 2
Wed, 26 May 2021
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/184d9cbf3d39ca8045d8b7e62c97bad7b1c9aca0.png)
Version 1.08e is now available and includes further improvements to torpedoes.
Player ships can now spot incoming torpedoes with the detection chance based on weather, time of day and if the torpedo has a wake or not.
3 new models of Japanese torpedoes have been added and given to those ship classes that fielded them historically.
Full change log for version 1.08e is below:
Version 1.08e
GENERAL
Less smoke usage by AI;
- Retreating AI ships only lay smoke if detected so as not to give away their position
- Retreating AI ship that is not laying smoke will begin to do so upon taking additional damage
Torpedo improvements;
torpedo_type95.txt corrected speed and range to reflect Mod 1 model of this torpedo, removed wake
torpedo_type96.txt corrected damage amount, removed wake
Player torpedoes displayed on map correctly reinstated on loading combat
Added 3 new torpedo models to default/ammunition;
- torpedo_533mm6year.txt
- torpedo_610mm8year.txt
- torpedo_type90.txt
- default/language/english/dictionary.weapons.txt added new variables for new torpedo models
Torpedoes with "hasWake":false have greatly reduced trails on ocean surface
ship_model.txt modifications for historical use of newly added torpedo models;
torpedo_533mm6year
momi
minekaze
wakatake
kamikaze
tenryu
kuma
torpedo_610mm8year
mutsuki
torpedo_type90
fubuki
hatsuharu
Detection of enemy torpedoes in the water by player ships;
- aerial dropped torpedoes always detected as dropping them is observed
- default/language/english/dictionary/message_log.txt added TorpsInWater variables
default/config.txt added;
pauseOnTorpedoDetect:false - on detecting enemy torpedoes, combat is paused
torpedoVisDetectionDist:1000 - max visual detection range for torpedoes in metres
torpedoSonarDetectionDist:1000 - max passive sonar detection range for torpedoes in metres
torpedoWakelessModifier:0.3 - wakeless torpedo detection modifier
Ship navigation auto-evade toggle added to Orders panel;
- Toggle off will cause player ships to no longer avoid navigation hazards (other ships)
- default/language/english/messagelog.txt added ShipEvasionOn and ShipEvasionOff variables
- default/language/english/dictionary/general.txt added AutoEvade
- default/interface/styles.txt added evade hazards sprites to CombatTogglesBase and CombatTogglesActive
- default/interface/images/ui folder added autoEvade.png and autoEvadeActive.png
shokaku_model.txt corrected secondary guns to 2 barrels per gun
CAMPAIGN
default/language/english/camapign/campaignXXX/event1.txt fixed "damage" to "damaged" typo
-
Update - Ship Fixes
Sun, 4 July 2021
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/85324b7afedbd3b70a0fcbbfc20cc55db5dc039d.png)
Version 1.08e6 is now live.
This update contains numerous fixes to ship appearances along with correcting weapons on board.
Change log below:
Version 1.08e6
4 Jul 2021
Ship Model Fixes
brooklyn, cleveland, baltimore and wichita - corrected main guns turret scale
new_orleans replaced main gun turret model
south_dakota - added bow bulge
south_dakota - corrected orientation of last 2 secondaries to face aft
south_dakota_model.txt corrected secondary gun rear values
north_carolina - corrected rudder pivots
north_carolina - corrected orientation of last 2 secondaries to face aft
north_carolina_model.txt corrected secondary gun rear values
furutaka - fixed Imperial Seal on bow
mogami - fixed Imperial Seal on bow
shokaku - setup starboard aft guns
shokaku_model.txt - added data for starboard aft guns
shokaku_data.txt added deckCellPositions value an UpperCell line for new secondary guns
yamato42 - fixed Imperial Seal on bow
yamato42_data.txt - corrected TDS values
yamato42 - enabled additional secondary guns
yamato42_model.txt - added mesh & material references for enabled guns
yamato42_model.txt - added data for enabled secondary guns
yamato42_data.txt - rearranged deckCellPositions and added UpperCell lines for enabled secondary guns
yamato_data.txt - corrected TDS values
yamato - enabled additional secondary guns
yamato_model.txt - added mesh & material references for enabled guns
yamato_model.txt - added data for enabled secondary guns
yamato_data.txt - added UpperCell lines for enabled secondary guns
Torpedo Warhead Values
default/ammunition corrected torpedo damageAmount to be TNT equivalent for the models in use at the time
torpedo_mark13
torpedo_mark14
torpedo_mark15
torpedo_mark18
torpedo_mark24
GENERAL
Sunk icons correctly applied to sunk ships on loading a battle
Torpedo Room selection remembers last choice (per submarine) and no longer allows multiple selected torpedo rooms
default/language/english/dictionary/general.txt changed CMobileOrders1 "Release Ships" to "Release / Repair"
default/language/english/dictionary/general.txt changed CMobileOrders2 "Replenish Ships" to "Rearm Ships"
default/language/english/missions/tutorial updated campaign_6, _7 to clarify repairing of ships
Updated PDF manual to clarify repairing of ships in campaign
CAMPAIGN
config.txt added new variable "autoMoveCloseTaskForces":true
"autoMoveCloseTaskForces":true - task forces that occupy the same (or very close) position on the strategic map are placed farther apart in TACTICAL based on current conditions
Using NEW SEA button now automatically switches Unit Viewer to sea units
Unit Viewer names in class list now defaults to first available ship in that class
Shore bombard and campaign message audio now respect Options volume slider values
-
Version 1.08e7 now in BETA
Tue, 6 July 2021
This beta introduces some new map tools (ruler and markers) along with increasing the availability of Time Compression to be allowed during ship gunfire.
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read this latest version.
Version 1.08e7
6 Jul 2021 (BETA)
Map Ruler & Markers
Press Right Shift to enter Ruler mode and drag mouse to measure bearing & distance on campaign and tactical maps
Default keybinds files added:
- StratMapRuler=RightShift
- MapMarker=P
default/interface/images/mouse added CursorRuler.png
default/interface/styles added CursorRuler to MouseCursors
Press P to place map markers
Panel opens to edit text and icon for map marker along with options to REMOVE or close panel
default/language/english/dictionary/generat.txt added New Map Note
default.interface/styles.txt added;
- MapDrawingIcons
- MapDrawColor
default/interface/images/map added new png files:
- markerSquare
- markerCircle
- markerDiamond
- markerTriangle
GENERAL
Increased time compression availability to function during ship gunfire
Orders Radar and Sonar buttons (under Combat) now behave as other combat toggles for turning on/off for all selected ships
- default/language/english/dictionary/generat.txt added RadarOnOff and ActiveSonarOnOff tooltips
- default/interface/ui added sonar, sonarActive, radar, radarActive png files
- default/interface/styles added sonar and radar sprites to CombatTogglesBase and CombatTogglesBaseActive
shokaku_model.txt corrected AAA data
wichita and baltimore _model.txt corrected director references
Fixed a bug where torpedo run depth not preserved over save/load
Disengage Timer rate under time compression fixed
AI ships can no longer leave combat under smoke if player controls submarines only
SKIRMISH & CAMPAIGN
Reorganised panels to place TACTICAL button consistently in bottom right
- Custom Battle main panel
- Custom Battle Sea and Air Group panels
- Campaign Air Group Panel
- Campaign Sea Group Panel
- Campaign Create Sea Group Panel
Auto Scouting now available for any flight not carrying a payload (launched from ship only)
Modified config.txt "campAutoScoutPointRanges":[8,15,30,60,90,120,150,180,240,300] - to add lowest value which supports a close CAP
-
New Features & Fixes
Sat, July 10, 2021
Version 1.08e8h1 is now available and contains some great new features (and fixes) for War on the Sea;
1) Time Compression Availability
Time compression can now be used during ship gunfire, dramatically increasing its availability.
2) Map Tools
- Ruler (Right Shift + Drag) for campaign and tactical maps showing distance and bearing between points.
- Markers (P) to annotate the campaign strategic map.
3) Fighter CAP
Aircraft without a payload can now use auto scouting to fly a continuous patrol over their task force.
4) Additional Ship Model Improvements
5) Task Force Jumping/Teleportation Solved
The problem some users experienced with task forces jumping/teleporting to new positions on the strategic map has been solved.
Version 1.08e8h1 (which also contains the 2 previous beta versions) change log below:
Version 1.08e8h1
10 Jul 2021
Fixed global player detected flag between campaign engagements which was not getting reset
Corrected kongo_dmg color channels
Added additional check to assist dive bombers level out under low FPS
Player and AI Task Forces no longer "jump/teleport" between waypoints
Version 1.08e8
9 Jul 2021 (BETA)
Single Battles now correctly end if Save/Load was used during them
Corrected Radar and Sonar icon displays and also sync properly with toggles in Orders panel
Black bloomers for US cruisers and battleships
Corrected new_orleans, cleveland and brooklyn turret models
-
Armor Piercing Bombs
Fri, 30 July 2021
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/85324b7afedbd3b70a0fcbbfc20cc55db5dc039d.png)
Armor piercing bombs are now supported, giving ships with heavy deck armor much better protection.
This update also improves aircraft performance issues when running the game under low FPS.
Change log below:
Version 1.08e9
30 Jul 2021
GENERAL
brooklyn, pensacola _model.txt corrected directors
cleveland, baltimore secondary rotations corrected
shokaku_data.txt corrected TDS values
Added support for armor piercing bombs and re-balanced bomb damage
Ammunition text files added new variable: mmArmorPen - armor in mm that a bomb can penetrate
Ammuntion txt files for all bombs edited damageAmount and mmArmorPen values as below:
Damage mm Armor Pen.
bomb_ij_60kg 300 25
bomb_ij_250kg 1030 35
bomb_ij_250kg_ap 600 50
bomb_ij_500kg 614 80
bomb_ij_800kg 3820 70
bomb_ij_800kg_ap 357 150
bomb_ij_1600kg_ap 720 300
bomb_us_100lb 230 20
bomb_us_250lb 560 30
bomb_us_500lb 660 76
bomb_us_1000lb 1370 95
bomb_us_1000lb_ap 230 127
bomb_us_1600lb_ap 950 152
bomb_us_2000lb 4810 80
aircraft _data txt files and default/language/english/unit/air files edited to use AP bombs as default
avenger
dauntless
devastator
b17
kate
val
betty
All aircraft_data.txt files added new variable "defaultFlightNumber":4
- Scouts use 1, all other aircraft use 4
Ship primary guns, secondary guns and directors rotations offset on being destroyed
Fixed dive bomber locked in Level Out maneuver due to low FPS
Improved aircraft performance under low FPS, strafing, rockets, dive bombing
CAMPAIGN
Aircraft should no longer spawn under terrain
Air group panel now displays the number of aircraft still carrying a payload
default/language/english/dictionary/CMobileAirHeaders addeded "Available" to indicate aircraft within the group that have payloads
-
Version 1.08f2 now in BETA
Wed, 11 August 2021
(https://cdn.akamai.steamstatic.com/steam/apps/1280780/ss_0c160560c7be3502dc3dd518af206560cf86440f.1920x1080.jpg)
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read this latest version.
Version 1.08f2
Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode
Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]
config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.
Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg
Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer
default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model
CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair
Campaigns saved during combat now correctly reload back into that same combat engagement
Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists
For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class
default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned
Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from
-
Version 1.08e4 now in BETA
Fri, August 27, 2021
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
Version 1.08f4 Change Log
BETA 27 Aug 2021
GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units
CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)
config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)
Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time
Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI
Campaign seaMissions.txt;
added variable delayAIDays[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns
-
Searchlights in BETA
Wed, 29 September 2021
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/4b677f254ecc37c6fe3f20709910776fd7a8bd9e.png)
This beta introduces searchlights.
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE.
Version 1.08f9
29 Sep 2021 (Beta)
GENERAL
Searchlights Added
At night, searchlights will point at the target of a unit and provide additional illumination bonus to solution if the target is within the specified distance.
Orders panel added toggle to enable/disable searchlight use by selected units (on by default)
- available only at night and for ships with searchlights specified in ship_model.txt
- default/interface/styles.txt modified CombatTogglesBase and CombatTogglesActive to add searchlight toggle references
- default/interface/images/ui added searchlight.png and searchlightActive.png
- default/language/english/dictionary/general.txt added "SearchlightToggle=Searchlights"
config.txt added searchlight variables;
- "enableSearchlights":true to enable/disable use of searchlights
- "searchlightTint":{"r":230,"g":230,"b":255,"a":204} sets color/transparency of light beams
- "searchlightNumber":2 defines the number of searchlights a ship will aim at target
- "searchlightDistance":5000 distance in metres at which searchlights provide an illumination bonus (bonus = 0.5 x config.txt "tmaIlluminationBonus":0.2)
All default/unit/sea/ship_model.txt files;
- added "searchlightPositions" parameters to specify positions of searchlights
- added "searchlightQuadrants" to specify quadrants searchlights use
- With ship in the middle heading up, quadrants are:
4
0 ^ 2
1 | 3
5
4 looks in 2 fore quadrants 0, 2 (used to specify lights at the front of a ship)
5 looks in 2 aft quadrants 1, 3 (used to specify lights at the rear of a ship)
AutoGunnery (on player ships) will select the target if there is not a current target selected (or if the ship is not currently under direct player control)
All Drop button now correctly works with aerial depth charges
- language/english/dictionary/message_log.txt added DropAllDepthCharge valriable
Fixed a bug where AI way points were not correctly assigned during retreat actions
CAMPAIGN
Retreating AI Task Forces should no longer get stuck on the strategic map
Fixed a bug where taking over a location could fail resulting in duplication of cargo that was unloaded
-
Version 1.08g2 now LIVE
26 Oct 2021
This update contains several major UI improvements, 4 new carrier classes along with other general fixes and improvements.
Full change log below:
Version 1.08g
27 Oct 2021
Roster Sorting
Left click and drag unit tabs to reorder the roster list. Changing the order sorts units and impacts their positions in formations. For example, rearranging the list and placing those units in Line Ahead formation places ships in positions as indicated by the roster list order.
- config.txt added "enableRosterSort":true to enable left click and drag to re-sort unit roster tabs
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/c810c033f4cf20d34c8df1fd1d99e14389586fa7.png)
Roster Shift Click Selection
Shift Click on a roster tab now selects all units between the one clicked and the current player controlled unit. Similarly, clicking a selected unit de-selects these relevant units.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/154b1627772d891991066ab3178416dcd201264a.png)
Destroyed units now automatically "fall" to the bottom of the roster list.
- config.txt added "dropDestroyedRosterTabs":true to automatically shift destroyed Ships/Aircraft to the bottom of the roster list.
Mouse over aircraft unit tabs now displays name/type of aircraft
Map Shift Click Selection
Shift click on a map contact now selects/deselects it. Shift clicking on a unit of a different type (Sea vs Air) will switch control to that unit. This makes "Selection" mode obsolete and it will be removed soon.
Map Box Selection
Left click and drag on map for box selection. Units within the box will be selected.
- Selecting units of a type different to the controlled unit, will switch control to the first unit of the other type. For example, if controlling a ship and a selection box is drawn around aircraft, control switches to the first aircraft and any others within the box are also selected.
- If both Sea and Air units are within the selection box, Sea takes precedence.
- config.txt added "boxSelectAutoSwitch":true to automatically switch between Sea/Air units based on selection area. If both Sea and Air units selected, Sea takes precedence. If false, only units of the same type as the current player controlled unit are selected.
- interface/images/map added selectionSquare.png
- interface/styles added "MapSelectionSquare" reference for the selection box
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/05efb9ca561bbe7fa64a718c02e5c524cc66c1d6.png)
Map Rulers Key Re-mapped
Shift Key no longer displays rulers on tactical or strategic maps, use backslash "\" instead.
- default/interface modified "MapRuler=Backslash" in keybindsNUMPAD and keybindsWASD to remove use of shift key as default and change to backslash
4 New Ship Classes
Lexington, Wasp, Zuiho and Ryujo classes added
- unit/sea added folders for lexington, wasp, zuiho, ryujo
- materials/other added material references for Lexington, Wasp, Zuiho, Ryujo
- language/english/unit/sea added language files for lexington, wasp, zuiho, ryujo
- unit/sea/allUnitsList.txt added references for lexington, wasp, zuiho, ryujo
- campaign/campaignXXX/seaUnits.txt added references to lexington, wasp, zuiho, ryujo to add them to existing campaigns
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/d50b64dbd4db56720e48298b853d7061dae2d22f.png)
4 New Single Missions
- language/english/missions/pacific.txt edited mission list to add new Missions and edit names of several existing missions
- missions/pacific added new mission files "coralseaShoho.txt", "coralseaLex.txt", "sinkingWasp.txt", "sinkingRyujo.txt" which involve the 4 new ship classes
GENERAL
Searchlight Lighting added to Options/Video
Options/Video added checkbox for complex searchlight lighting
- optionsDefault.txt added "complexSearchlights":true to have searchlight lighting on by default
- If performance issues are experienced with new searchlight lighting, turn this checkbox off in-game under Options/Video.
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/f2494aa98c51d29992ed11e18569177c8fd8730e.png)
Ship Fixes:
unit/sea/aoba/aoba_model.txt corrected cavitation position
unit/sea/takao/takao.model.txt corrected torpedo mount rotations
unit/sea/ corrected torpedo launcher meshes for fubuki, akatsuki, hastuharu
Compartment Repair Times cannot be overridden with a lower value
CAMPAIGN
Day counter added to strategic map time panel to assist with knowing when supplies will arrive at home ports
- language/english/dictionary/general.txt added "CurrentDay=Day:"
Campaign strategic map: Arrow keys pan the map about
unit/sea/ lexington, wasp, ryujo and zhuiho _data.txt files reduced heelOver values
unit/sea/lexington/ lexington_model.txt corrected gun barrel numbers
1.08g2 Additional Ship Fixes
unit/mountData.txt added new entry for "15.2cm5041stYearTypeDual" with correct 55 degree elevation
unit/sea/agano/agano_model.txt assigned "15.2cm5041stYearTypeDual" guns
language/english/dictionary/weapons.txt added 15.2cm5041stYearTypeDual=15cm/50 41st Yr Type
unit/sea/pensacola pensacola model file fixed gap under B turret
unit/sea/cleveland/cleveland_model.txt enabled primary directors
unit/sea/south_dakota south_dakota model file added missing aft primary director
unit/sea/south_dakota/south_dakota_model.txt corrected director references
unit/sea/kongo/kongo corrected main gun placement
unit/sea/amphion/amphion corrected main gun barrel length
unit/sea/mogami/mogami corrected aft director orientation
unit/sea/farragut/farragut corrected 2 fore turrets to be open at back
unit/sea/kent/kent_model.txt corrected number of barrels on secondary guns
unit/sea/wasp/wasp_data.txt corrected number of propeller cells
-
Big Guns
Thu, January 6, 2022
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/2c3f501e18581f4391330d9d3e11880eb81e9b2e.png)
Hope you all had a safe and happy holiday season!
This update introduces the three Japanese battleship classes:
- Fuso
- Ise
- Nagato
In addition, rear gunners have been added to those aircraft that were missing them along with support for custom campaign maps which now allow modders to start creating campaigns outside of the original Solomon Islands map area.
Finally, TMA parameters for calculating firing solutions have been added on an individual ship class basis to better represent their accuracy.
Version 1.08g4h1
7 Jan 22
GENERAL
3 New Battleships: Fuso, Ise, Nagato
materials/other added material references for Fuso, Ise, Nagato
unit/sea added folders for fuso, ise, nagato
language/english/unit/sea added language files for fuso, ise, nagato
unit/sea/allUnitsList.txt added references for fuso, ise, nagato
campaign/campaignXXX/seaUnits.txt added references to fuso, ise, nagato to add them to existing campaigns
Support for individual ship TMA override variables added.
ship_data.txt files added new variable "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2]
- values specified override global TMA variables from config.txt
- [directorTMARate, directorMaxSolution, localDirectorTMARate, localDirectorMaxSolution, tmaPercentRangeThreshold, tmaPercentRangeMaxPenalty, tmaDecayRate, tmaRadarBonus]
- all merchants_data.txt files added "tmaOverride":[0.02,0.85,0.01,0.75,0,1,0.02,0.15] to drop surface gunnery accuracy by ~30% at 10km and reduce bonus from radar
- all submarines_data.txt files added "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2] to increase solution rate and decrease decay rate to emulate better tracking of multiple targets
Re-imported model files/corrected textures for ships:
- south_dakota
- lexington
- wasp
Re-imported model files/textures for aircraft to add rear gunners:
- devastator
- jake
Modified aircraft_model.txt files for devastator, jake to add rear guns
materials/_common.txt added new material for MachineGunInterior (for US rear gunner)
unit/sea/mountData.txt added references to new gun
- 41cm453rdYearType
Fixed a bug where message log text could have spaces trimmed causing lack of spaces in message
Player controlled aircraft correctly manually fire guns in a dogfight
CAMPAIGN
default/campaign/campaignXXX/setup.txt added new variable "customWaterMask":false
- if true, the path specified in variable "mapWaterMask":"maps/solomon/solomon_watermask_example.png" is read
- watermask should be 2048x1024 png file with transparency defining water
-
Fog of War & AI
Fri, 4 February 2022
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/37365267/11bed7874e284e23e80a7d73b12d44047cbae6b7.png)
This latest version (1.08g5h2) introduces fog of war to the campaign where enemy ship groups are no no longer fully identified on the campaign map. Incomplete and or incorrect data is supplied based on the visibility conditions under which an enemy task force is spotted.
Also improved tactical AI with enemy ships now correctly turning broadside as well as making submarine and anti-submarine warfare behaviour more compelling.
Finally support for additional nations as well as additional sea mission parameters has been added.
Change log below:
Version 1.08g5h2
5 Feb 2022
Corrected "rubberbanding" of aircraft escorting ship groups
Directors no longer point at undetected targets when prosecuting a region/area in search for that target
AI escorts search along incoming torpedo bearing with lateral spacing 1500 - 2500m
AI escorts slowed to 10-15 knots to improve sonar detection when prosecuting player submarines
Impoved AI retreat direction from undetected player submarines
Version 1.08g5h1
Beta 29 Jan 2022
Corrected damageAmount typo in torpedo_type91.txt
unit/sea/ise/ise.txt modified TDS value to 0.6
Aircraft with Escort/Patrol Above correctly land at dusk
AI strike aircraft will not return to base after an engagement unless they have dropped payloads
Version 1.08g5
Beta 27 Jan 2022
GENERAL
Incomplete intel on surface groups added:
config.txt added new variable "vagueCampaignIntel":true to provide inaccurate data on enemy Sea Groups
- default/language/english/dictionary/general.txt added "IntelSea=ships|Heading:|Speed:|Maybe:|(Convoy)"
- information on enemy Sea Groups can now be incorrect
- number of ships estimated, if transports > 3, the group will be labelled as a Convoy
- classes of ships estimated and highest priority/largest 2 are listed as "Maybe" present
- speed estimated and displayed as standard Sea Group speed, e.g. Medium (12-16kn)
- [course not displayed as direction can be assessed by observing contact movement]
- accuracy (number, speed and classification) based on visibility at the time spotted
- submarines cannot be mis-classified
- icon of Sea Group shown on map based on intel data rather than actual group composition
- existing save games have intel data created for them if saved without using "vagueCampaignIntel"
- once no longer spotted, intel data is cleared, if observed again intel data may be different based on observing conditions
- contact icon for Sea vs Sea engagements is no longer displayed prior to entering combat (unless player is able to ignore the engagement, such as for a player submarine attack)
EXAMPLE:
Convoy (2CA, 2DD, 6MS) Sea State 6, Scattered at 15:00 reported as (4 tries):
10 ships (Convoy)
Medium (12-16kn)
Maybe: 1 CA, 1 CL
9 ships (Convoy)
Slow (8-12kn)
Maybe: 2 CA, 1 CL
10 ships (Convoy)
Medium (12-16kn)
Maybe: 2 CA, 5 MS
9 ships (Convoy)
Medium (12-16kn)
Maybe: 1 BC, 1 CA
Support for additional nations added:
Nations currently supported are:
usa, britain, australia, japan, germany, italy, france, sovietUnion, netherlands, canada, poland, finland, thailand
config.txt modified variables to support additional nations (nation values in order as specified above):
- "dudRateBombByNation":[0.09,0.09,0.09,0.03,0.09,0.09,0.09,0.09,0.09,0.09,0.09,0.09,0.09]
- "nationNightFightBonus":[0.0,0.0,0.0,0.25,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0]
default/flags added references to new country flags and added new flagTexture pngs
default/interface/images/toolbar added new flagX.png files
default/interface/images/flag added new pngs for new nation flags
default/language/english/dictionary/general.txt added references to new countries
default/ammunition adjusted speed/range and damage of torpedo_mark13 and torpedo_type91
Sinking ships no longer continue to track targets with directors
Various corrections to ships:
unit/sea/fuso/fuso.txt modified TDS and magazine armor values
unit/sea/fuso/fuso_data.txt corrected 5" secondary gun types
unit/sea/nagato/nagato.txt modified TDS and magazine armor values
unit/sea/nagato/nagato_model.txt corrected secondary gun type to 14cm503rdYearType
unit/sea/ise/ise.txt modified magazine armor values
unit/sea/ise/ise_model.txt corrected secondary gun type to 14cm503rdYearType
unit/sea/kongo/kongo.txt modified armor values
AI submarines dive deep and run silent after firing torpedoes to evade escorts
default/language/english/dictionary/campaign_message.txt modified SpottedAir and SpottedSea entries to be non-specific as to enemy type nearby
Fixed a bug where surface ship AI could fail to find a target to fire torpedoes at
Fixed a bug where ship AI would not correctly turn/maintain broadside upon reaching optimal firing distance
Fixed a bug where a heavily flooded ship could sink during the briefing, prior to combat starting
CAMPAIGN
Campaign "sea_missions.txt" now support the following variables;
- "requiresHostileLocations":["guadalcanal","florida"], a list of locations that must be occupied by the player for the mission to be generated
- "requiresHostileAirfieldRank":2 All locations specified in "requiresHostileLocations" must also have an airfield at or above the rank specified
- "patrolForHours":120 A "Patrol" mission type will stay in its patrol zone/s for this many hours, then automatically return to base
Note that timer begins at start of beginning of last leg to valid patrol zone
Upon reaching 0 hours, patrol immediately returns home and a new patrol is re-created at "spawnLocation" if "autoRenew":true
Existing save games have "patrolForHours" data applied to existing patrol missions if saved with previous game version
- "airCoverPriority":1 Any value above 0 will launch fighter air cover from an airfield within 250 km during Air Op hours (checked every hour)
campaign/setup.txt files added new variable "repairHourPerIntegrity":[0.05,0.05]
- damaged compartments now separated into those destroyed and those with lost integrity
- destroyed compartments get days repair as per campaign setup.txt "repairPerComp":[1,1]
- total lost integrity is summed, multiplied by "repairHourPerIntegrity":[0.05,0.05], then # additional days required calculated (rounding up)
- default value 0.05 = 4.95 hr to repair a nearly destroyed compartment (at 1 integrity)
Aircraft with "Escort/Patrol Above" set now return to refuel then repeat the patrol route until cancelled or aircraft land at dusk
config.txt "alwaysIgnoreScouts":true now applied to locations spotting single aircraft
Auto Resolve for campaign encounters with Scouts vs Fighters
- AUTO button now available if encounter is Scouts vs Fighters
- if (fighters - scouts > 3), all scouts are shot down;
- post engage cooldown applied to combatants
- default/language/english/dictionary/general added value "CAutoResolve=AUTO"
-
Aircraft AI & AAA Customisation
Mon, 28 February 2022
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/76ecdbd44550668d8912170364322de94b002fbb.png)
This update brings a lot of new customisation features to War on the Sea. In particular, aircraft AI attack parameters are now exposed along with fully editable ship AAA.
Several other issues introduced in the previous update have also been addressed including bug fixes for Auto-Resolve and aircraft escorting other groups.
Full change log below:
Version 1.08g5h7
28 Feb 22
Removed Custom Attack debug lines
Fixed AI sub depth keeping to prevent blowing ballast (and surfacing) when not necessary
Version 1.08g5h5
24 Feb 22 (BETA)
Aircraft AI Attack Variables
All aircraft types can now have individual attack behaviours specified.
aircraft_data.txt files added support for new variables to be used in first data line (aircraft data) as well as within payload data lines to define custom AI behaviours
All variables are in seconds or 1:10 metres
Numbers in [] are a random value in the range specified
If specified in the first data row, values apply to dogfight and strafing attacks
If specified in a lower row, values apply to the payload defined by that row
customAttack:false - disable custom parameters and use default values (set to false for now)
attackHeight:[85,85] - random height at which to execute the attack
attackRange:[120,120] - random range at which attack begins
additionalLeadTime:[25,25] - forward offset based on target motion, namely where the target should be in this many seconds
offset:[3,3] - circular radius around target to determine overall accuracy
diveDropHeight:[32,38] - random altitude at which dive bomber drops bombs
speed:[-1] - in progress pending feedback, unused for now
diveLead:[4,4] - additional lead time during a dive bomber dive
"diveOffset":[3,3] - random circular offset during a dive to determine accuracy
levelHeight:[0,0] - current altitude + random height when performing level bombing
When strafing this value = random height above the target at which to approach
levelRange:[2,2] - random range to attack when when level bombing or strafing
levelLead:[0,0] - random range for additional lead time when level bombing or strafing
levelOffset:[7,7] - random circular offset for accuracy when level bombing or strafing
skipHeight:[6,6] - random altitude range to perform skip bombing at
skipRange:[50,70] - random attack distance to drop bombs when skip bombing
skipLead:[5,5] - random additional lead time when skip bombing
skipOffset:[7,7] - random circular offset when skip bombing
Examples:
Remember to set customAttack:true to test/see the new parameter usage in action
All values are current default values
avenger_data.txt first data line:
...customAttack:false,"attackRange":[30,50],"levelHeight":[15,15],"levelRange":[100,100],"levelLead":[1.5,1.5],"levelOffset":[4,4]}
Dogfight firing range is 300-500m
When strafing, come in 150m above target, begin dive 1000m out with additional 1.5s lead, firing at a point within 40m radius of target
avenger_data.txt second data line (aerial torpedo):
customAttack:false,"attackHeight":[4,4],"attackRange":[1,1],"additionalLeadTime":[28,28],"offset":[8,8]}
Fly at 40m, drop aerial torpedo within 10m of when you should, leading target by 28 seconds with accuracy of radius 80m around intercept position
avenger_data.txt fifth data line (rocket):
customAttack:false,"attackHeight":[15,15],"attackRange":[90,90],"additionalLeadTime":[3,3],"offset":[4,4]}
Fly at 150m above target, begin dive at 90m leading target by 3s with accuracy of fire in a 40m radius
dauntless_data.txt
..."customAttack":false,"attackHeight":[85,85],"attackRange":[120,120],"additionalLeadTime":[25,25],"offset":[3,3],"diveDropHeight":[32,38],"speed":[-1],"diveLead":[4,4],"diveOffset":[3,3],"levelHeight":[0,0],"levelRange":[2,2],"levelLead":[0,0],"levelOffset":[7,7],"skipHeight":[6,6],"skipRange":[50,70],"skipLead":[5,5],"skipOffset":[7,7]}
Dive bomb from 850m, begin attack when 1200m from target, leading it by 25s with a 30m accuracy radius, once diving drop bombs at 320-380m now leading target by only 4 sec with accuracy of 30m radius
Level bomb from current altitude +- 0 with 70m radius accuracy
Skip bomb from 60m altitude at a range of 500-700m, leading target by 5s with 70m radius accuracy
Ship and aircraft AAA rate of fire, damage and range on per mount basis
ship and aircraft _model.txt files, enabled variables \"sizes\":[1,1,1,1],\"rate\":[1,1,1,1],\"range\":[200,200,200,200] for "aaaGuns" data
sizes - specifies the number of rounds of damage applied to aircraft when hit, must be a whole number
rate - specifies the fire rate for each AAA gun
range - target must be within this range to fire
If not specified, default values are size = 1, rate = 4, range = 200 (2000m)
c3_cargo, cimmaron, kamogawa_maru and nippon_maru _model.txt files edited aaaGuns to be size 1, rate 1
cs_cargo_model.txt specified default ranges as syntax example
b17f_model.txt specified default sizes, rate and range as syntax example
Damage Model
config.txt new variable "alwaysDamageHullNeighbours":true
- hitting a destroyed hull compartment applies damage to the nearest non-destroyed compartment within range of 2 (including diagonals)
- reduces the ability of hulls to "soak" damage (especially from torpedoes) when hitting the same region multiple times
Increased damage caused by magazine explosions to surrounding compartments
Other Fixes
Fixed formation keeping in high sea states where following ships would fall behind
Fixed a bug where auto patrols launching at dawn could switch map object focus
Version 1.08g5h4
13 Feb 22 (BETA)
LAND button now clears all air group data, stops that group and attempts to land (unless endurance = 0)
Aircraft escorting another group now immediately RTB at dusk (rather than waiting for endurance to reach 0 before returning
config.txt added 2 variables to override the direction binoculars/periscope move based on key or mouse input (x horizontal, y vertical)
- "binocularKeyDirections":{"x":1.0,"y":1.0}
- "binocularMouseDirections":{"x":1.0,"y":1.0}
Version 1.08g5h3
7 Feb 22 (BETA)
Auto resolve button now correctly disabled after a prior auto-resolve encounter
Added additional check to auto-resolve so as not to be applied to ships
Fixed a bug where aircraft escorting ships would become unresponsive to commands once they refuelled
Improved "vagueCampaignIntel" calculations
Corrected flag materials for new countries
campaignXXX/setup.txt added 3 new variables:
enemyAirfieldStrikeRange:450 - km at which enemy airfields will attacked spotted player forces
enemyCarrierStrikeRange:450 - km at which enemy carriers will attacked spotted player forces
enemyAirCoverRange:250 - km at which enemy ships will request air cover
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Iowa, Essex and More!
Wed, 20 July 2022
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/37365267/7b51cfbae12ba7342b7aedf26b3ce16b87ae103f.png)
Update containing Iowa, Essex, numerous additional aircraft, kamikaze attacks and campaign re-balancing
Version 1.08g6h3 is a major update that introduces;
- Iowa and Essex Class ships
- Hellcat, Corsair, Helldiver, Judy and B25c aircraft (Single Battles only)
- Kamikaze attacks (Single Battles only)
- 11 new Single Battles
- Major re-balance of Campaigns
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//37365267/d65cbc3ddd856dfad0d2ff2a1b26f62a77c2b56a.png)
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//37365267/0ca80d6694460474621e25bb2318254606e5b59c.png)
Campaign Changes
Due to significant changes in campaign balance, the previous live game version, 1.08g7h5, is available to opt into. You may wish to do so to continue an ongoing campaign or to maintain mod compatibility.
See here for details: https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//37365267/16f45f4f214fbea2b47202849d1ffd208a0a31b2.png)
Significant changes are:
- Command Points gained weekly based on locations owned
- Command Points per ship sunk significantly reduced
- Command Points for ships released from command not returned until ship completes rest/repairs
- Replenishing carrier air wings now requires the carrier to be released from command
- Reduced Rest & Repair times for ships released from command
- Land based aircraft replenish gradually over time
Full change log can be found below:
Version 1.08g6h3
20 Jun 22
Fixed a bug where non-kamikaze aircraft colliding with ships would not apply damage/be destroyed properly
Only actual kamikaze aircraft generate a "Kamikaze Hit" message when striking a ship
default/unit/sea/iowa/iowa_data.txt corrected typo in outer deck armor
default/unit/sea/iowa/ iowa model file reimported for shorter aft funnel
default/unit/sea/iowa/iowa_s.png file updated
default/unit/sea/iowa/iowa_model.txt edited searchlight positions
default/unit/sea/cimmaron/cimmaron_data.txt corrected armor of secondary gun mounts
default/unit/sea/mountData.txt corrected rate of fire for 15.5cm603rdYearType
default/language/unit/air/b25c.txt corrected payload displays in Unit Viewer
default/ammunition/bomb_us_1600lb_ap corrected armor penetration value
Aerial rockets striking friendly aircraft no longer deal damage
Version 1.08g6h2
BETA 16 Jun 22
GENERAL
default/language/english/unit/air/corsair.txt corrected machine gun number
default/language/english/unit/air/judy.txt corrected machine gun number
default/language/english/unit/air/judy_kamikaze.txt corrected machine gun number
default/unit/unit/air/corsair/corsair_model.txt doubled forward firing guns
default/unit/air/judy_kamikaze/judy_kamikaze_data.txt (corrected speed, range)
default/unit/air/judy/judy_model.txt corrected "baseTransformNames" of rear gun to fix rear gunner firing orientation
default/unit/sea/ edited the following ship files;
- essex_data; corrected TDS value
- wasp_data; corrected TDS value
- lexington_data; added historical asymmetrical TDS values
default/unit/sea/mountData.txt corrected 16in50Mark7 penetration curves
config.txt added new variable "wakeFactor":1.0 to multiply length of ship wakes
CAMPAIGN
Fixed a bug where any aircraft lost and requiring replenishment would break launching of auto-patrols the following morning; this could lead to duplicate aircraft launches on a future day where no replenishment occurred
On strategic map, checking for destroyed subsystems no longer counts damaged (<100 integrity) compartments, only those actually destroyed (fixes bug where aircraft facilities were unusable after light strafing damage)
Both campaigns setup.txt files, reduced base repair time baseRepairTime:[2,2]
Increased the threshold for the to AI send larger forces to decrease the frequency of larger (battleship containing) invasion forces being fielded
Invasion forces now bombard target (if capable) when unloading troops/supplies
Both campaign setup.txt modified;
- "campaignDifficultyPresetX" values to re-work campaign Command Point balance
- "commandPointsPerWeek":[5,0],"commandPointsPerLocation":[0,0],"commandPointsPerPortRank":[5,0],"commandPointsPerAirfieldRank":[0,0] variables
Both campaign sea_missions.txt modified "delayAIDays":[1,1,0,2] to "delayAIDays":[1,1,1,3] for missions involving one or more battleships to decrease the AI pacing after fielding such a large force
Version 1.08g6h1
BETA 15 May 22
Fixed bug where having "Dud Bombs" set to false under Options would break all bomb drops from aircraft
"postEngageAirCooldown" applied to ships in an encounter that does not contain opposing ships, previously no cooldown was applied
Corrections to the following files;
- default/unit/air/b17f/b17f_data.txt corrected type in bomb load
- default/unit/air/helldiver/helldiver_data.txt (increased range, added 2000lb bomb)
- default/language/english/unit/air/helldiver.txt corrected payloads
- default/unit/air/b25c/b25c_data.txt (corrected speed)
- default/unit/air/corsair/corsair_data.txt (corrected speed, range)
- default/language/english/unit/air/corsair.txt corrected payloads
- default/unit/air/hellcat/hellcat_data.txt (increased range)
- default/unit/air/judy/judy_data.txt (corrected speed, range)
- default/unit/air/kate/kate_data.txt corrected payload positions
- default/unit/air/kate/kate_model.txt corrected aircrew positions
default/unit/sea/ship/ship_data.txt modified the following ships to correct armor schemes
- iowa
- south_dakota
- north_carolina
Kamikazes now accelerate to full speed during their dive
Re-imported the following ship mesh files and modified ship_model.txt files to sit them lower in the water and correct particle and searchlight positions
- iowa
- kent
- portland
Re-imported portland_tex_m3 to modify height of waterline on texture
Version 1.08g6
BETA 13 May 22
NEW SHIPS & AIRCRAFT
New Ships: Iowa, Essex
materials/other added material references for Iowa, Essex
unit/sea added folders for iowa, essex
language/english/unit/sea added language files for iowa, essex
unit/sea/allUnitsList.txt added references for iowa, essex
New Aircraft: Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
materials/aircraft added material references for Hellcat, Corsair, Helldiver, Judy, B25c
unit/air added folders for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
language/english/unit/sea added language files for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
unit/air/allUnitsList.txt added references for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
UI to support Kamikaze functionality:
- default/interface/images/toolbar added new button for Kamikaze
- default/language/dictionary/message_log.txt added "KamikazeAttack" and "KamikazeHit" lines
NEW SINGLE MISSIONS
default/missions/pacific added new files;
hailstone.txt
palawanpassage.txt
sibuyansea.txt
tengo.txt
empressaugusta.txt
philippinesea.txt
sinkingshokaku.txt
bunkerhill.txt
sinkingmahan.txt
capeengano.txt
ligayen.txt
default/language/english/missions/pacific.txt added new lines for new single missions
default/missions/pacific/bismarcksea.txt modified to use B25c and B17f as Allied aircraft
SHIP & AIRCRAFT FIXES
Various ship and aircraft _data.txt files modified;
- Corrected speed (and range) for dauntless, avenger, kingfisher, b17f, pete, jake, betty
- Corrected lexington, ryujo speed
- Corrected armor schemes for;
brooklyn
atlanta
cleveland
pensacola
northampton
portland
new orleans
wichita
baltimore
south_dakota
agano
furutaka
aoba
myoko
takao
mogami
tone
Fixed typo in brooklyn_model.txt starboard secondary ammunition amount
Re-imported wildcat, kingfisher, zero, val, kate files to remove integrated colliders
kingfisher and kate _model.txt removed old wing collider references
default/unit/air/dauntless/dauntless_data.txt added 500lb bomb payload
default/language/english/unit/air/dauntless.txt added 500lb bomb payload
GENERAL
Entering binocular view can no longer disable an aircraft's colliders
With a submarine; pause, fire, enter SILENT running, then un-pause now correctly calculates the correct data for that torpedo room
Increased darkness of damage shading on ships
config.txt "repairIntegrityTo":[1.0,1.0] changed to "repairIntegrityTo":[0.5,0.5]
- compartments can no longer be returned to full integrity, only 50% of the damage incurred can be repaired at sea
Minimum damage to cause fires, flooding and explosions:
- At least 5 integrity loss on a hit/damage required to have a chance to initiate flooding
- At least 5 integrity loss on a hit/damage required to have a chance to initiate fire
- At least 5 integrity loss required for chance of secondary explosion
- The primary goal of this change is to protect larger ships from being overcome by numerous fires from lots of low calibre HE shells
AI ships now use RADAR more effectively in combat
config.txt new variable "torpBreakBackValues":[1,0.6,3,5000,0.2]
- chance to break the back of a lower displacement ship when hit by torpedo
- first value (0,1) = enable break back calculations, 1 = enabled
- formula = 0.6 - (displacement - (torpedo damage amount * 3)) / 5000
- if torpedo strikes a destroyed compartment, probability + 0.2 as per last value
- if torpedo strikes compartment with TDS, break back is not calculated
config.txt added new variables to enable radar/active sonar on by default
- radarDefaultOn:false
- activeSonarDefaultOn:false
COMBAT AI
Fixed a bug where AI could assign targets prior to considering all other detected units
config.txt added new variable "targetWeighting":[1,2,4,8,20]
- [all others, merchant/oiler, heavy cruiser, battleship/battlecruiser, carrier/light carrier]
- AI (subs and aircraft in particular) will prioritise targets according to weighting (ships prioritise according to gun size, target armor and range)
- default values; carriers 20x, battleships = 8x , heavy cruiser = 4x, merchants = 2x, all others 1x
config.txt added new variable "targetHighestWeightOnly":0.5
- 50% chance for AI to ignore weighted pool and only select a target from within the highest priority weighted group (carrier > battleship > heavy cruiser > merchant > others)
Improved dogfight target selection with aircraft attacking in groups of 2 and selecting targets not already under attack
config.txt added "dogfightBreakDeltaY":20
- when break turning in a dogfight, aircraft will change altitude by -/+ dogfightDBreakDeltaY
Narrowed dogfight AI firing cone to help conserve ammunition
Improved AI ship retreat calculations; only compartments < 50 integrity taken into consideration when assessing current battle damage
CAMPAIGN
default/campaign/campaignXXX/ New files added;
- "setup_original.txt"; May be renamed to "setup.txt" in order to restore campaigns to their original configuration prior to this latest update (version 1.08g6).
Default values for several campaign variables added: "airGroupCruiseSpeed":0.75,"taskForceCruiseSpeed":0.75,"taskForceHomeSpeed":0.9,"taskForceRetreatCapitalDestroyed":0.15,"taskForceRetreatHighestDestroyed":0.2,"taskForceRetreatAverageDestroyed":0.1
- this solves the bug in campaign training missions where new ships/air groups could not move
default/campaign/campaignXXX/sea_missions.txt re-balanced groups, made them better defended, better timed, added new mission compositions, added additional approach directions to make AI less predictable
default/campaign/campaignXXX/seaUnits.txt added iowa and essex classes
default/campaign/campaignXXX/seaUnits.txt decreased sunk point values for merchants
default/campaign/campaignXXX/setup.txt modified several variables
replenishLimitAircraft:true
- lost aircraft are now not immediately replaced the next day
replenishDailyAircraft0:[2,2,2,2],"replenishDailyAircraft1":[4,4,4,4]
- player aircraft are replaced 2 per day (for each type), AI gets 4 per day
carrierWingsRequireRelease:true
- aircraft carrier air wings are no longer immediately replaced by "rearming", a carrier must be released and re-recruited
refundPostRepair:true
- releasing a ship no longer immediately gives command points back, they are returned once the ship leaves the repair queue
useSunkYieldPoints:true
- use the point values specified in default/campaign/campaignXXX/seaUnits.txt for awarding Command Points for ships sunk [based on difficulty setting]
- note these values are significantly less than the original point system based on a % of ship cost
"commandPointsPerWeek":[0,0]
- added amounts of Command Points added per week
"commandPointsPerLocation":[3,0]
- Command Points per week gained based on locations owned
"commandPointsPerPortRank":[3,0]
- Command Points per week gained based on total Port Ranks
"commandPointsPerAirfieldRank":[1,0]
- Command Points per week gained based on total Airfield Ranks
"replenish0":[2000,4000,250,250],"replenish1":[2000,4000,250,250]
- increased acquisition of engineering and fuel resources
"attackOtherLocations":[0.1,0.1]
- added a flat chance for the AI to shift focus from the primary objective to other locations. First roll is to check for attacking secondary targets, second roll is to invade undefended locations
"enemyWeeklyCPDeficitOnly":true
- "commandPointsPerWeek":[0,0], if the second value is greater than 0, this "bonus" will only be given if the AI is currently running at a Command Point deficit
Modified "campaignDifficultyPresetX" values to:
- better balance starting Command Points
- balance Command Points gained per week per difficulty level
- modified player resources/week to increase rate at higher difficulty levels in order to prevent campaign completion time growing too large
- decreased base repair times and time per destroyed compartment due to counterbalance the need for repairing ships due to the "repairIntegrityTo":[0.5,0.5] change above
- refund 100% Command Points at all difficulty levels due to new accumulating battle damage and replenishing air wings via releasing a carrier
default/language/english/campaign/campaignXXX/rules.txt updated to show Command Points per week gained
Increased threshold of Command Points for AI to select large vs medium vs smaller mission forces
Auto Resolve now correctly counts destroyed scout aircraft
Correct a bug where defending a location could reset "aircraft in the air", giving bonus aircraft
default/language/english/campaign/campaign002/intro3.txt corrected typos in text description
Tooltip now correctly remains clear when creating a map marker
Fixed a bug with campaign AI CheckCancelMissionDueToUnsafe not correctly checking location faction
MANUAL & TUTORIALS UPDATED
- WarOnTheSea_Manual.pdf file updated
- default/interface/tutorial added dcIcons1.png, dcIcons2.png, rosterSort.png, rosterSelect.png, mapMarker.png
- default/language/english/missions/tutorial/damagecontrol_X.txt modified
- default/language/english/missions/tutorial/multiple_X.txt modified
- default/language/english/missions/tutorial/dogfight_2.txt modified
- default/language/english/missions/tutorial/campaign_X.txt modified
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Patch for Campaign Bugs
Mon, 7 November 2022
(https://cdn.cloudflare.steamstatic.com/steam/apps/1280780/ss_a2a39e9c0e3e7b6171b493fb153305b32d25fef9.jpg)
This is a silent fix as it only contains text data file changes, the version number still reads 1.08g7h2 for this build.
MODDERS; you will only need to update/integrate the modified text data files if applicable.
This fix addresses several campaign navigation errors that could cause the campaign timer to fail, resulting in;
- aircraft endurance and launch timers not counting down correctly
- contacts not being updated on the map correctly
Need to call out community member skwabie here and give them a big thanks!!
We'd been tracking this issue for a long time now and their reporting and breakdown of the cause was instrumental in getting it fixed.
Files changed:
default/campaign/campaignXXX/
mapLandLocations.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land
seaWaypoints.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land and improved connections between several waypoints and added new waypoint SPac9
default/campaign/campaign001/ (only campaign001 is modified)
sea_navigation_aid.txt modified pathfinding to hoskins to enable spawned task forces from the east or west to correctly navigate to this location
For reference, other threads relating to the bugs this update fixes:
https://steamcommunity.com/app/1280780/discussions/1/6382186451010825705/
https://steamcommunity.com/app/1280780/discussions/1/3391798007028613163/
https://steamcommunity.com/app/1280780/discussions/1/3367027665174151664/
https://steamcommunity.com/app/1280780/discussions/1/5767400709493433438/
https://steamcommunity.com/app/1280780/discussions/1/3421068324008207659/
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Expanded World & Destructible AAA
Thu, October 12, 2023
(https://clan.cloudflare.steamstatic.com/images/37365267/4f14a011195d5cef5d06e8c87432ed08d35064be.png)
Now in BETA, Version 1.08h2 adds terrain data for the North Atlantic, Mediterranean and Indian Ocean theatres as well as introduces destructible AAA mounts on ships. Several example campaign maps are also included to assist modders with making new campaigns set in other regions and on larger maps.
To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
Version 1.08h2 is now available in beta.
Fixes the aircraft turret bug introduced in 1.08h1 and introduces a new system to support the expansion of ship designations.
Version 1.08h2
23 Oct 23
GENERAL
Fixed gun turrets on aircraft firing in 360 arcs (bug introduced in 1.08h)
CAMPAIGN
Aircraft now correctly rearmed and repaired when automatically launching at dawn
SUPPORT FOR EXPANDED SHIP DESIGNATIONS
Added new system for expansion of ship types available
default/language/english/unit/designations.txt file added
This contains a list of all unit designations listed as "ID=Abbreviation=Display Name". Note it MUST contain the original 17 (Submarine - Heavy_Bomber).
Any number of additional designations may be added;
eg Fast_Battleship=FBB=Fast Battleship
The ID "Fast_Battleship" can now be used in seaMissions.txt for a campaign and is displayed accordingly, along with its abbreviation, in game
ship_data.txt added new variable "unitDesignation":"Fast_Battleship" to link a ship to any designation. If this value is blank/not included, will use the "unitSubtypeString" as designation.
[NOTE: ship_data.txt "unitSubtypeString" remains limited to the original 11 ship subtypes (Submarine to Merchant, see below), custom ships should be assigned to an appropriate original "unitSubtypeString" value to assist the AI with target prioritisation and combat behaviour; eg merchants retreat, submarines surface on compartment flooded, carriers are high priority targets for aircraft and submarines]
Original ship unitSubtype values:
Submarine
Destroyer_Escort
Destroyer
Light_Cruiser
Heavy_Cruiser
Battlecruiser
Battleship
Light_Carrier
Aircraft_Carrier
Oiler
Merchant
[NOTE: "unitSubtypeString":"Oiler" and "unitSubtypeString":"Merchant" are pooled into into 2 groups. Any instance of "Oiler" or "Transport" in a "sea_missions.txt" mission will pull a random ship from the corresponding group.
campaign folders added new file: sea_alts.txt
Contains a list of alternate designations to check for when creating missions.
eg If wanting a Fast_Battleship for a mission, but none available, will continue searching down list until a ship is found: Fast_Battleship=Battleship=Heavy_Cruiser
Note: "Oiler" and "Transport" in sea missions will ALWAYS select a random unit of the corresponding unitSubtype and generate the first instance of that class.
Campaign sea_missions.txt files added new variable;
"requiresUnitSubtypes":["Fast_Battleship","Heavy_Cruiser"]
When generating a mission AI will check to ensure ships of the required designations are present. If not, mission will not be generated and alternate mission will be looked for instead.
Version 1.08h1
11 Oct 23 BETA
AAA IMPROVEMENTS
Each AAA mount automatically assigned to a compartment based on position
config.txt added new variable "aaaIntegrityKO":25
AAA mount will be unable to fire if its corresponding compartment;
a) has integrity below aaaIntegrityKO value (default 25),
b) is on fire
c) is destroyed
Damage control panel now lists anti-aircraft in that region of the ship with a multiplier to represent multiple AAA mounts if necessary: "1x Anti-Aircraft"
Note some AAA mounts may be on top of or on the deck above internal compartments, such as engineering spaces.
"1x Anti-Aircraft" text will turn red when unable to fire due to damage.
default/interface/styles.txt modified DamageControlFillIcons and DamageControlStatusIcons to display a more pale red color which is also used for the anti-aircraft text color
BIOMES & REGIONS
(https://clan.cloudflare.steamstatic.com/images//37365267/54e71e0a03f06b3ab3e79da92dd0c22910286bda.png)
Yamato in home waters
(https://clan.cloudflare.steamstatic.com/images//37365267/5b4ed53fadee3c7e37e4f8c9d052fbca893a95e4.png)
Royal Navy off the coast of Iceland
(https://clan.cloudflare.steamstatic.com/images//37365267/542a8b31638e80ba305fc1c6fea3018ab346e790.png)
Patrol over Africa
default/environment/terrain added txt files for;
Temperate_Summer
Taiga_Summer
Taiga_Winter
Tundra_Summer
Tundra_Winter
Polar_Summer
Polar_Winter
These new biomes, as well as existing Desert, Grasslands, Tropical ones are now correctly assigned based on geography and season.
Improved vegetation sprites and varieties across all biomes
Added world terrain data encompassing regions:
North Atlantic (East coast USA to Norway)
Mediterranean (UK to Gibraltar to Iraq)
Indian Ocean (Maldives to Vietnam)
CAMPAIGN
Home Port Takeovers
setup.txt files added support for new variable "allowHomePortTakeOver":false
When true, home ports may be attacked by landing troops and can be bombarded.
Regardless of rank, home ports can always replenish and release ships by the faction that owns them. Home Ports will only replenish resources if owned by their original faction.
Campaign setup.txt files added new variables;
"endIfNoPlayerHomePort":true,"endIfNoEnemyHomePort":true
If true, the side that possesses 0 home ports will immediately lose a campaign.
default/language/english/campaign/campaignNAME/event
Added 2 new events to be displayed when a side loses due to having no home ports
defeatNoPort
victoryNoPort
setup.txt files added new variable: "mapPixelWidth":8192
Specifies the width of the elevation data supporting the strategic map
Example Campaigns & Maps
[These campaign maps are not playable in current state and are example templates only]
default/language/english/campaigns.txt
Add the following lines to enable the 4 example campaigns:
examplePacific=War in the Pacific (example)=7,12,1941=The surprise attack on Pearl Harbour by Imperial Japan plunges the entire Pacific region into war.
exampleNorthAtlantic=Battle of the Atlantic (example)=3,9,1939="The Battle of the Atlantic was the dominating factor all through the war. Never for one moment could we forget that everything happening elsewhere, on land, at sea or in the air depended ultimately on its outcome." - Winston Churchill
exampleMed=Battle of the Mediterranean (example)=1,9,1939=Axis and Allied navies fight for control of the Mediterranean.
exampleIndian=Indian Ocean Raid (example)=31,3,1942=The Imperial Navy steams into the Indian Ocean with the intent to incapacitate and destroy British naval bases in the region.
default/maps added 4 folders containing Strategic Map test graphics and water masks corresponding to the regions mentioned above:
1) pacific
2) northAtlantic
3) med
4) indian
default/language/english/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian
default/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian
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BETA: Aircraft Overhaul & Strategic Bombing
Thu, December 7, 2023
(https://clan.cloudflare.steamstatic.com/images/37365267/29eccbafc8eb3c05bbb1375d86ec39a80e2940e8.jpg)
Beta continues to grow with a complete overhaul of aircraft flight characteristics along with the addition of strategic bombing in campaigns.
The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.
Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy
To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
Version 1.08h3
Beta 7 Dec 23
AIR COMBAT IMPROVEMENTS
All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat.
corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament
Air combat dogfight AI improved
Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination
STRATEGIC BOMBING
(https://clan.cloudflare.steamstatic.com/images//37365267/8eece9e9fc6b8428650a7c54df8ffecaee744ba8.png)
Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target.
Damage done to target based on:
- number of aircraft attacking
- payload carried (HE bombs are much more effective than AP)
- weather conditions
- total rank of port and airfield of location
Attacking aircraft will take damage and losses based on:
- total rank of port and airfield at that location
- aircraft armor
Enemy will strategically bomb from airfields and carrier groups as appropriate based on range and weather conditions.
Campaign setup.txt added the following variables:
"enableStrategicBombing":true
Enables strategic bombing by player and enemy for a campaign
"strategicBombDamageModifer":850
Damage done calculated as total kg dropped by all aircraft / 850, so the larger this modifier, the less damage per kg dropped.
"strategicBombWindModifer":[1,1,1,0.9,0.8,0.6,0.4,0.2,0.1]
Damage done decreased by wind level (sea state)
"strategicBombCloudModifer":[1,0.8,0.6,0.4]
Damage done decreased by cloud conditions: Clear, Scattered, Broken, Overcast
"strategicBombPrecipModifer":[0.8,0.7,0.5]
Damage done further decreased by precipitation: Rain, Snow, Storm
"strategicBombLaunchProb":[0.3,1]
Enemy checks every hour of flight ops time and has this probability to launch a mission if conditions are favourable
"strategicBombMinWeatherModifier":0.7
Enemy will not launch a strategic bombing mission if the damage modifier due to weather at target location is below this threshold
"strategicBombLosses":[0.15,0.25,0.35]
Combat damage to each attacker determined by a 0-1 probability roll applied against all 3 values;
< 0.15 +3 damage (represents a direct Flak hit)
<0.25 +1 damage
<0.35 +1 damage
Example: a roll of 0.2 would incur 2x +1 damage for a total of 2 damage to an aircraft
3 Damage to an aircraft destroys it.
"strategicBombDefenderRankBonus":0.015
Numbers in strategicBombLosses above increased by this amount per rank of port or airfield at location. Example: Attacking a 5 Port and 5 Airfield location would add 0.15 to all losses so strategicBombLosses would become [0.3,0.4,0.5].
"strategicBombAttackerArmorModifier":[0,1,1]
For each value in strategicBombLosses, damage can be absorbed if another p < strategicBombAttackerArmorModifier for that value.
Note 0 for the first value representing Flak not absorbed by armor.
"strategicBombCarrierBuffer":600
Carriers performing strategic bombing will not do so if they detect hostile units within this range in km.
"strategicBombLatestHour":17
Aircraft must be able to reach target by this hour, otherwise enemy will not attempt a strike
All Aircraft will immediately return to base once outside hours of allowed air operations as defined in setup.txt
Campaign folders:
Added new file strategicBombing.txt
Specifies the aircraft type, payloads to carry (HE Bombs) and ranges at which this aircraft can attack. Used by the enemy to determine which aircraft to send on strategic bombing raids and MUST be present if "enableStrategicBombing":true in setup.txt.
"minNumber":[6,12] is the minimum aircraft required from an airfield, carrier
default/language/english/dictionary/campaign_message.txt added lines to support strategic bombing messages:
NoStrategicBomb=Must be within <0> of enemy location to perform strategic bombing.
NoStrategicBomb=audio/ui/AlarmBlip
StrategicBombNoBomb=Aircraft must be armed with bombs to perform strategic bombing.
StrategicBombNoBomb=audio/ui/AlarmBlip
StrategicBombEmpty=Aircraft have no bombs remaining to perform strategic bombing.
StrategicBombEmpty=audio/ui/AlarmBlip
EnemyStrategicBombed=<0> bombed by enemy aircraft.
EnemyStrategicBombed=audio/ui/AlarmLow
Bomb Target Button added to Air Group Panel
default/interface/styles.txt added entry for "BombTarget" button
default/interface/images/ui/bombTarget.png icon added
Note this button only appears when "enableStrategicBombing":true in setup.txt.
default/campaign/campaign_tutorial/setup.txt added "enableStrategicBombing":false to disable strategic bombing for tutorials
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Aircraft overhaul and strategic bombing update now available
Mon, 26 February 2024
(https://clan.akamai.steamstatic.com/images/37365267/cbbb81f6a692b3cca2ce1728190b7400054fa7bc.png)
The recent aircraft performance overhaul and strategic bombing features are now available in the live version with this new update.
Remember, if you want to maintain the version 1.08g7h2 prior to this last update to finish a campaign or maintain mod compatibility see here:
https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/
The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.
Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy
For reference, full change log is below:
Version 1.08h5
27 Feb 24 (Beta 25 Feb 24)
Fixed a bug in campaigns where terrain tiles would not correctly display.
Version 1.08h4
Beta 27 Jan 24
CAMPAIGN
Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft
setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8
The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage.
Airfields now launch correct numbers of aircraft for strategic bombing raids.
When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time.