1. War on the Sea
  2. News

War on the Sea News

Smoke Screens

This latest update introduces two major features;

1) Smoke screens

Player and AI ships may now lay smoke screens.

2) Campaign endings/flow modifications

Sinking many enemy ships now opens sea lanes, enabling an increased rate of resource replenishment as long as they remain open. Campaign flow and win conditions can be configured in the campaign setup.txt files as outlined below.


Change log below (versions 1.08d10h1 and 1.08d9):

Version 1.08d10h1

18 May 2021

GENERAL
default/language/english/messagelog.txt added LaySmoke and CeaseSmoke variables
default/language/english/dictionary/general.txt added LaySmoke
default/interface/styles.txt added smoke sprites to CombatTogglesBase and CombatTogglesActive
default/interface/images/ui folder added smoke.png and smokeActive.png

Added Lay Smoke toggle to Orders panel (viewable only for Sea units that are not submarine)
- Lays or ceases smoke for all selected Sea units
- A ship laying smoke itself or looking at a target laying smoke is always considered to be viewing through smoke
- Viewing through smoke applies "tmaShipSmokingPenalty":0.2
- AI applies smoke when retreating if player Sea units are present


config.txt added new variables
allowSmoke:true - displays lay smoke toggle and enables use of smokescreens by player and AI
leaveUnderSmokeMinTime:300 - after laying smoke for this time in seconds, an AI ship may leave the engagement zone
leaveUnderSmokeMinKnots:10 - an AI ship attempting to leave under smoke must be moving at least this speed
leaveUnderSmokeRequiresUndetected:true - an AI ship must be undetected in order to leave

maxSeaVisibility:30.0 - decreased from 36
Aircraft smoke trails preserved on collision with terrain or ships


CAMPAIGN
objectives.txt reverted to pre-1.08d9 as multiple configurable new win conditions now available

config.txt winEnemyShipsSunk:100 variable now subtracts player losses, so player must sink the number specified "more" than the enemy

Campaign setup.txt files added new variable to both campaigns;
winEnemyShipSunkSupplyIncrease:3

Multiple new campaign endings or modifications now available:
1) winEnemyShipsSunk:0, winEnemyShipSunkSupplyIncrease:ANY VALUE
- All outlined objectives must be achieved.

2) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:1
- Campaign will END with the overpower.txt event when player sinks 100 ships more than the enemy has sunk (as long as winEnemyShipSunkSupplyIncrease
3) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:3 (DEFAULT)
- Upon reaching the criteria outlined in #2 above, sea lanes will be opened allowing player resource replenish rate to be increased by winEnemyShipSunkSupplyIncrease (if value 0 then #2 applies).
- Sea lanes can become contested again based on #2 calculation causing resource replenish rate to fall back to 1x. Sea lanes may be reopened.

default/language/english/dictionary/campaign_message.txt new variables;
SeaLanesOpen=Sea lanes open, supplies replenish at .
SeaLanesOpen=AlarmHigh
SeaLanesOpen=Sea lanes contested, supplies replenish at 1x.
SeaLanesOpen=AlarmLow

default/language/english/dictionary/general.txt new variables;
CampaignWeekly=WEEKLY
CampaignDaily=DAILY (unused)



Version 1.08d9

10 May 2021

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 1.08d10 now in BETA

This update builds upon beta version 1.08d9 and introduces 2 major changes.

1) Smoke screens

Player and AI ships may now lay smoke screens.

2) Multiple campaign endings/flow modifications

Sinking many enemy ships now opens sea lanes, enabling an increased rate of resource replenishment as long as they remain open.

The original criteria of achieving all objectives or the alternate campaign ending introduced in beta version 1.08d9 can be re-enabled via config.txt variables if desired.


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.


Change log below:

Version 1.08d10

15 May 2021 (BETA)

GENERAL
default/language/english/messagelog.txt added LaySmoke and CeaseSmoke variables
default/language/english/dictionary/general.txt added LaySmoke
default/interface/styles.txt added smoke sprites to CombatTogglesBase and CombatTogglesActive
default/interface/images/ui folder added smoke.png and smokeActive.png

Added Lay Smoke toggle to Orders panel (viewable only for Sea units that are not submarine)
- Lays or ceases smoke for all selected Sea units
- A ship laying smoke itself or looking at a target laying smoke is always considered to be viewing through smoke
- Viewing through smoke applies "tmaShipSmokingPenalty":0.2
- AI applies smoke when retreating if player Sea units are present


config.txt added new variables
allowSmoke:true - displays lay smoke toggle and enables use of smokescreens by player and AI
leaveUnderSmokeMinTime:300 - after laying smoke for this time in seconds, an AI ship may leave the engagement zone
leaveUnderSmokeMinKnots:10 - an AI ship attempting to leave under smoke must be moving at least this speed
leaveUnderSmokeRequiresUndetected:true - an AI ship must be undetected in order to leave

maxSeaVisibility:30.0 - decreased from 36


CAMPAIGN
objectives.txt reverted to pre-1.08d9 as multiple configurable new win conditions now available

config.txt winEnemyShipsSunk:100 variable now subtracts player losses, so player must sink the number specified "more" than the enemy

Campaign setup.txt files added new variable to both campaigns;
winEnemyShipSunkSupplyIncrease:3

Multiple new campaign endings or modifications now available:
1) winEnemyShipsSunk:0, winEnemyShipSunkSupplyIncrease:ANY VALUE
- All outlined objectives must be achieved.

2) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:1
- Campaign will END with the overpower.txt event when player sinks 100 ships more than the enemy has sunk (as long as winEnemyShipSunkSupplyIncrease
3) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:3 (DEFAULT)
- Upon reaching the criteria outlined in #2 above, sea lanes will be opened allowing player resource replenish rate to be increased by winEnemyShipSunkSupplyIncrease (if value 0 then #2 applies).
- Sea lanes can become contested again based on #2 calculation causing resource replenish rate to fall back to 1x. Sea lanes may be reopened.

default/language/english/dictionary/campaign_message.txt new variables;
SeaLanesOpen=Sea lanes open, supplies replenish at .
SeaLanesOpen=AlarmHigh
SeaLanesOpen=Sea lanes contested, supplies replenish at 1x.
SeaLanesOpen=AlarmLow

default/language/english/dictionary/general.txt new variables;
CampaignWeekly=WEEKLY
CampaignDaily=DAILY (unused)



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 1.08d9 now in BETA

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 1.08d8 now LIVE

Version 1.08d8

6 May 2021

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 1.08d8 now in BETA

Version 1.08d8

3 May 2021 (BETA)

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