Version 1.08f3 now in BETA
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.
20 Aug 2021 (BETA)
GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files
default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg
Submarine, merchant and oiler compartment volumes scaled down to make them less resilient
Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.
Weapons panel should now support up to 10 weapon mounts (untested)
Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts
Periscope no longer provides visual detection if submarine is too deep.
Asset Bundles of the same name can exist in both override and default folders and game will load override version first
Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction
default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance
default/language/english/missions/training.txt corrected all line break characters
CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR
default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship
default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level
default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue
Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules
default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue
default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings
Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources
Shifted Air Group panel buttons
Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer
campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign
Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"
default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly
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 1.08f3 Change Log
20 Aug 2021 (BETA)
GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files
default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg
Submarine, merchant and oiler compartment volumes scaled down to make them less resilient
Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.
Weapons panel should now support up to 10 weapon mounts (untested)
Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts
Periscope no longer provides visual detection if submarine is too deep.
Asset Bundles of the same name can exist in both override and default folders and game will load override version first
Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction
default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance
default/language/english/missions/training.txt corrected all line break characters
CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR
default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship
default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level
default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue
Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules
default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue
default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings
Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources
Shifted Air Group panel buttons
Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer
campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign
Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"
default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly