Version 1.08f7h1 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.
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.
BETA 17 Sep 2021
AutoScouts re-launching at dawn now correctly counted to prevent duplication
Fixed a bug where Sea Units from existing save games could not plot new courses
KNOWN ISSUE: aircraft groups in existing campaign saves were automatically assigned to escort the first player object found in version 1.08f7
Fixed Escort scrollbar style/width
default/unit/sea/mountData.txt added Merchant variants of gun mounts with slower firing rates
- added "mountID":"5in38Mark12_MS"
- added "mountID":"12.7cm40Type89_MS"
default/unit/sea/
- c3_cargo_model.txt assigned guns to "5in38Mark12_MS"
- kamogawa_maru_model.txt assigned guns to "12.7cm40Type89_MS"
- nippon_maru_model.txt adssigned guns to "12.7cm40Type89_MS"
language/english/dictionary/weapons/txt added entries for;
- 5in38Mark12_MS
- 12.7cm40Type89_MS
BETA 17 Sep 2021
COMBAT
On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths
When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so
- default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable
NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths
CAMPAIGN
Automated Scouting Improvements
config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads
AutoScouting available from airfields
AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours
AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours
At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player
Repeat Course
Repeat Course toggle added to Sea and Air groups
- any plotted course will be repeated upon reaching last position
- repeated course highlighted in bright yellow
- ships "repeating" a course return to the first waypoint upon reaching the last
- aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours
interface/styles.txt added variable for CampaignMapRepeatPathColor
default/language/english/dictionary/campaign_message.txt added messages:
- NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between
- NotEnoughWaypointsAir - at least 1 waypoint required for Air group to transit to and from via home base
- FirstLastTooFar - cannot repeat due to no valid path found from last waypoint back to first
Course line turns black when over an invalid course position, no input accepted to prevent setting courses with "broken legs"
default/interface/styles.txt added reference for RepeatPath button
interface/images/ui/repeatPath.png sprite added
Air Escorts / Patrols
Air Group panel added "Escort / Patrol Over" dropdown to choose a friendly air or sea group to fly with/over
- selecting a friendly group to escort/patrol over clears all other navigation data
- plotting any course or setting AutoScout waypoints defaults Escort / Patrol Above to "None"
- default/language/english/dictionary/general.txt CMobileAirHeaders added new header for "Escort / Patrol Above"
- default/language/english/dictionary/general.txt added escortNobody reference
[Note: It is possible to set a slower group to escort a faster group; not recommended as they will not catch the faster group. E.g. setting bombers to escort fighters]
Improved Selection Of Map Objects
Added new cycle through buttons for;
- individual group type (key 1), for example, Scout, Carrier, Submarine etc.
- friendly locations (key 2)
interface/styles.txt added;
- CampaignMobileFilters
- CampaignMobileFilterColors
- GoToGroup
default/interface added "NextFilteredMobile" to keybindsNUMPAD.txt and keybindsWASD.txt
default/interface added "NextFriendlyLocation" to keybindsNUMPAD.txt and keybindsWASD.txt
default/language/english/dictionary/general.txt added "NextFilteredMobile"
default/language/english/dictionary/general.txt added "NextFriendlyLocation"
Sea and Air Groups added "Go To" button in header to move map to location of group and zoom in on it.
- default/interface/styles.txt added reference for "GoToGroup" button
Campaign sea missions with "terminateIfUnsafe":true for "requiresSafeLocations" will no longer be generated if a specified location is unsafe
campaign/setup.txt added new variable "removeAirOnTakeOver":false
- upon takeover of location all aircraft are destroyed and replenished as per setup.txt "replenishLimitAircraft" and "replenishDailyAircraft" settings
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 1.08f7h1
BETA 17 Sep 2021
AutoScouts re-launching at dawn now correctly counted to prevent duplication
Fixed a bug where Sea Units from existing save games could not plot new courses
KNOWN ISSUE: aircraft groups in existing campaign saves were automatically assigned to escort the first player object found in version 1.08f7
Fixed Escort scrollbar style/width
default/unit/sea/mountData.txt added Merchant variants of gun mounts with slower firing rates
- added "mountID":"5in38Mark12_MS"
- added "mountID":"12.7cm40Type89_MS"
default/unit/sea/
- c3_cargo_model.txt assigned guns to "5in38Mark12_MS"
- kamogawa_maru_model.txt assigned guns to "12.7cm40Type89_MS"
- nippon_maru_model.txt adssigned guns to "12.7cm40Type89_MS"
language/english/dictionary/weapons/txt added entries for;
- 5in38Mark12_MS
- 12.7cm40Type89_MS
Version 1.08f7
BETA 17 Sep 2021
COMBAT
On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths
When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so
- default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable
NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths
CAMPAIGN
Automated Scouting Improvements
config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads
AutoScouting available from airfields
AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours
AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours
At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player
Repeat Course
Repeat Course toggle added to Sea and Air groups
- any plotted course will be repeated upon reaching last position
- repeated course highlighted in bright yellow
- ships "repeating" a course return to the first waypoint upon reaching the last
- aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours
interface/styles.txt added variable for CampaignMapRepeatPathColor
default/language/english/dictionary/campaign_message.txt added messages:
- NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between
- NotEnoughWaypointsAir - at least 1 waypoint required for Air group to transit to and from via home base
- FirstLastTooFar - cannot repeat due to no valid path found from last waypoint back to first
Course line turns black when over an invalid course position, no input accepted to prevent setting courses with "broken legs"
default/interface/styles.txt added reference for RepeatPath button
interface/images/ui/repeatPath.png sprite added
Air Escorts / Patrols
Air Group panel added "Escort / Patrol Over" dropdown to choose a friendly air or sea group to fly with/over
- selecting a friendly group to escort/patrol over clears all other navigation data
- plotting any course or setting AutoScout waypoints defaults Escort / Patrol Above to "None"
- default/language/english/dictionary/general.txt CMobileAirHeaders added new header for "Escort / Patrol Above"
- default/language/english/dictionary/general.txt added escortNobody reference
[Note: It is possible to set a slower group to escort a faster group; not recommended as they will not catch the faster group. E.g. setting bombers to escort fighters]
Improved Selection Of Map Objects
Added new cycle through buttons for;
- individual group type (key 1), for example, Scout, Carrier, Submarine etc.
- friendly locations (key 2)
interface/styles.txt added;
- CampaignMobileFilters
- CampaignMobileFilterColors
- GoToGroup
default/interface added "NextFilteredMobile" to keybindsNUMPAD.txt and keybindsWASD.txt
default/interface added "NextFriendlyLocation" to keybindsNUMPAD.txt and keybindsWASD.txt
default/language/english/dictionary/general.txt added "NextFilteredMobile"
default/language/english/dictionary/general.txt added "NextFriendlyLocation"
Sea and Air Groups added "Go To" button in header to move map to location of group and zoom in on it.
- default/interface/styles.txt added reference for "GoToGroup" button
Campaign sea missions with "terminateIfUnsafe":true for "requiresSafeLocations" will no longer be generated if a specified location is unsafe
campaign/setup.txt added new variable "removeAirOnTakeOver":false
- upon takeover of location all aircraft are destroyed and replenished as per setup.txt "replenishLimitAircraft" and "replenishDailyAircraft" settings