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Campaign Rebalancing

Version 1.08d7 is now available.

This update takes the first steps towards better balance for the dynamic campaigns, in particular improving the ground war and making the building of airfields and ports easier and quicker to achieve.

Over the next few updates work on improving the campaigns will continue.

Version 1.08d7

1 May 2021

Explanation of Troop Efficiency and Supplies

Supplies increase effectiveness of troops 5x, so 100 troops with 100 supplies (at least 1 supply per troop) is the equivalent of 500 troops strength.

Supplies are consumed at rate of 5% of troop number per day of fighting.

Defensive bonus from port and airfield ranks +20% is per rank.
1000 troops defending a location with rank 5 port and rank 5 airfield gain +200% bonus making it equivalent to 3000 troop strength.

Defense and supply bonuses stack.

GENERAL
Enemy aerial torpedoes always displayed on map as they are observed when dropped
Torpedoes launched by enemy submarines no longer shown on map
Unit Viewer now displays number of depth charges carried
default/language/english/dictionary/weapons.txt added Depth_Charge=Depth Charge
language/english/unit/sea type_b1 and type_b2 display names corrected
Freeze when loading TACTICAL due to ships with damaged torpedo launchers (but no reloads) fixed (bug introduced v1.08d6)
Corrected Submarine Warfare tutorial which had auto-destroyed forward torpedo room on the submarine
wichita railings on model now display correctly

ship_data.txt modifications
ALL submarines, destroyers and light cruisers to carry supplies
Armor schemes of myoko, takao, mogami, new_orleans, portland, tone, kongo
c3_cargo - maxKnots:18
brooklyn - maxKnots:33.6
cleveland - maxKnots:33
south_dakota - maxKnots:27.5
wichita - displacement and belt thickness increased
tenryu - centre propeller changed to be a single propeller

ship_model.txt modifications
ALL IJN heavy cruisers modified torpedo mount data
nippon_maru_model.txt corrected cavitationPosition:{"x":0.0,"y":-0.59,"z":-6.8}


CAMPAIGN
campaign seaUnits.txt, modified costs of submarines and carriers in both campaigns
tambor 4 to 10
gato 5 to 10
yorktown 90 to 120
type_b1 5 to 12
type_b2 5 to 12
shokaku 90 to 120

For both campaigns: setup.txt reduced starting command points for both sides commandPoints:[200,200]

Modified default/language/english/air.txt files for b17f and betty to increase range with payloads
Modified default/language/english/air.txt files for betty to increase range to 3000

config.txt added new variable "alwaysIgnoreScouts":true to not pause the campaign when enemy scouting aircraft contact player groups
config.txt added new variable "hideStrategicMapSubs":true to not display enemy submarines on the strategic map

When creating task forces, AI will supplement other ships if it cannot find the ship class specified for the mission

Fixed a bug with aircraft landings on carriers message notification when using campaignPauseCarrierAirReady:true

Edits made to campaign sea_missions.txt files for both campaigns;
Removed heavy cruiser patrols

Ground war status bars now represents overall troop strength (corrected for supplies and defensive bonus) rather than just troop ratio


GROUND WAR RE-BALANCE

Edits made to campaign setup.txt files for both campaigns.

Increased max storage for supplies to 40000 and engineering and fuel to 5000:
replenish0Max:[20000,40000,5000,5000]
replenish1Max:[20000,40000,5000,5000]

Resources required per upgrade decreased to make lower rank facilities more accessible and decrease total time required to build rank 5 by 1/3 (~11 weeks required down from 15):
suppliesPerUpgrade0:[500,1000,2000,3000,4000]
suppliesPerUpgrade1:[500,1000,2000,3000,4000]
engineeringPerUpgrade0:[50,100,200,300,400]
engineeringPerUpgrade1:[50,100,200,300,400]
fuelPerUpgrade0:[50,100,200,300,400]
fuelPerUpgrade1:[50,100,200,300,400]

Supplies replenishment rate increased to 4000:
replenish0:[2000,4000,100,100]
replenish1:[2000,4000,100,100]

Defensive bonus provided by port/airfield rank increased 10x making bombarding more relevant to dislodge the defending troops. (Strategic bombing may come later to further accentuate this)
groundBonusPerRank:0.2

Increased the rate of troop attrition:
maxTroopLoss:0.15

Algorithm for combat losses re-worked in order to be more linear and avoid excessively long ground battles.

Version 1.08d7 now in BETA

This update contains numerous fixes to ship technical data as well as the first steps towards re-balancing the campaigns.

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 1.08d7

29 Apr 2021 (in BETA)

GENERAL
Enemy aerial torpedoes always displayed on map as they are observed when dropped
Torpedoes launched by enemy submarines no longer shown on map
Unit Viewer now displays number of depth charges carried
default/language/english/dictionary/weapons.txt added Depth_Charge=Depth Charge
language/english/unit/sea type_b1 and type_b2 display names corrected
Freeze when loading TACTICAL due to ships with damaged torpedo launchers (but no reloads) fixed (bug introduced v1.08d6)
Corrected Submarine Warfare tutorial which had auto-destroyed forward torpedo room on the submarine
wichita railings on model now display correctly

ship_data.txt modifications
ALL submarines, destroyers and light cruisers to carry supplies
Armor schemes of myoko, takao, mogami, new_orleans, portland, tone, kongo
c3_cargo - maxKnots:18
brooklyn - maxKnots:33.6
cleveland - maxKnots:33
south_dakota - maxKnots:27.5
wichita - displacement and belt thickness increased
tenryu - centre propeller changed to be a single propeller

ship_model.txt modifications
ALL IJN heavy cruisers modified torpedo mount data
nippon_maru_model.txt corrected cavitationPosition:{"x":0.0,"y":-0.59,"z":-6.8}


CAMPAIGN
campaign seaUnits.txt, modified costs of submarines and carriers in both campaigns
tambor 4 to 10
gato 5 to 10
yorktown 90 to 120
type_b1 5 to 12
type_b2 5 to 12
shokaku 90 to 120

For both campaigns: setup.txt reduced starting command points for both sides commandPoints:[200,200]

Modified default/language/english/air.txt files for b17f and betty to increase range with payloads
Modified default/language/english/air.txt files for betty to increase range to 3000

config.txt added new variable "alwaysIgnoreScouts":true to not pause the campaign when enemy scouting aircraft contact player groups
config.txt added new variable "hideStrategicMapSubs":true to not display enemy submarines on the strategic map

When creating task forces, AI will supplement other ships if it cannot find the ship class specified for the mission

Fixed a bug with aircraft landings on carriers message notification when using campaignPauseCarrierAirReady:true

Edits made to campaign sea_missions.txt files for both campaigns;
Removed heavy cruiser patrols

Ground war status bars now represents overall troop strength (corrected for supplies and defensive bonus) rather than just troop ratio


GROUND WAR RE-BALANCE

Edits made to campaign setup.txt files for both campaigns.

Increased max storage for supplies to 40000 and engineering and fuel to 5000:
replenish0Max:[20000,40000,5000,5000]
replenish1Max:[20000,40000,5000,5000]

Resources required per upgrade decreased to make lower rank facilities more accessible and decrease total time required to build rank 5 by 1/3 (~11 weeks required down from 15):
suppliesPerUpgrade0:[500,1000,2000,3000,4000]
suppliesPerUpgrade1:[500,1000,2000,3000,4000]
engineeringPerUpgrade0:[50,100,200,300,400]
engineeringPerUpgrade1:[50,100,200,300,400]
fuelPerUpgrade0:[50,100,200,300,400]
fuelPerUpgrade1:[50,100,200,300,400]

Supplies replenishment rate increased to 4000:
replenish0:[2000,4000,100,100]
replenish1:[2000,4000,100,100]

Defensive bonus provided by port/airfield rank increased 10x making bombarding more relevant to dislodge the defending troops. (Strategic bombing may come later to further accentuate this)
groundBonusPerRank:0.2

Increased the rate of troop attrition:
maxTroopLoss:0.15

Algorithm for combat losses re-worked in order to be more linear and avoid excessively long ground battles.


Explanation of Troop Efficiency and Supplies

Supplies increase effectiveness of troops 5x, so 100 troops with 100 supplies (at least 1 supply per troop) is the equivalent of 500 troops strength.

Supplies are consumed at rate of 5% of troop number per day of fighting.

Defensive bonus from port and airfield ranks +20% is per rank.
1000 troops defending a location with rank 5 port and rank 5 airfield gain +200% bonus making it equivalent to 3000 troop strength.

Defense and supply bonuses stack.

Torpedo Improvements

Version 1.08d6 is now available. This latest update to War on the Sea contains numerous improvements to torpedoes. In particular, torpedo mounts now carry reloads and can be reloaded between engagements during a campaign.

A big thank you to user General_Douglas who compiled the ship speed data (and other corrections) as well as all the torpedo configuration and reloads data as per this thread:
https://steamcommunity.com/app/1280780/discussions/2/4931980436581015127/

Known Issues:
- Torpedoes launched by enemy submarines are being plotted on the map. To disable this simply edit
config.txt: playerTorpsOnMap:true to playerTorpsOnMap:false

Change log for version 1.08d6 is below:

TORPEDO IMPROVEMENTS
ship_model.txt files added new variable within TorpedoMount data:
\"reloads\":[4,4] - to specify # torpedoes able to be reloaded into each mount
Reloading of torpedo mounts occurs between tactical engagements only
Torpedo reloads cannot be moved between mounts
Destroyed torpedo mounts have torpedoes remaining and reloads reduced to zero

Torpedo mount data and reloads for the following ships edited:

porter \"numberToFire\":[4,4],\"reloads\":[4,4]
fubuki \"numberToFire\":[3,3,3],\"reloads\":[3,3,3]
akatsuki \"numberToFire\":[3,3,3],\"reloads\":[3,3,3]
hatsuharu \"numberToFire\:[3,3],\"reloads\":[3,3]
shiratsuyu \"numberToFire\":[4,4],\"reloads\":[4,4]
asashio \"numberToFire\":[4,4],\"reloads\":[4,4]
kagero \"numberToFire\":[4,4],\"reloads\":[4,4]
yugumo \"numberToFire\":[4,4],\"reloads\":[4,4]
akizuki \"numberToFire\":[4],\"reloads\":[4]
sendai \"numberToFire\":[2,2,2,2],\"reloads\":[2,2,2,2]
agano \"numberToFire\":[4,4],\"reloads\":[4,4]
furutaka \"numberToFire\":[4,4],\"reloads\":[4,4]
aoba \"numberToFire\":[4,4],\"reloads\":[4,4]
myoko \"numberToFire\":[4,4,4,4],\"reloads\":[0,4,0,4]
takao \"numberToFire\":[4,4,4,4],\"reloads\":[0,4,0,4]
mogami \"numberToFire\":[3,3,3,3],\"reloads\":[3,3,3,3]
tone \"numberToFire\":[3,3,3,3],\"reloads\":[3,3,3,3]

tench forward torpedo room torpedoes corrected to 18


Torpedo icons displayed on Tactical Map for player fired torpedoes
mapIcon_torpedo.png added to default/interface/images/map
MapTorpedo style added to default/interface/styles.txt

config.txt new variable: playerTorpsOnMap:true to display player fired torpedoes on the tactical map
Torpedoes mounts now fire even when intercept point is beyond maximum range of torpedo
Each torpedo mount constrained by # to fire slider; additional torpedoes no longer fire from a mount that is on target to compensate for other mount/s that cannot fire at target
Less torpedoes may be fired than specified due to target outside firing arc of one or more mounts

mahan_data.txt file added ammoOffset for torpedoes

ship_model.txt filed edited to correct torpedo mount firing arcs for furutaka, aoba, mogami, myoko, takao, tone
Corrected Aoba mesh placement of torpedo mounts in default/unit/sea/aoba/aoba

GENERAL
ship_data.txt files speed modified based on sea trial/achieved values (under wartime load), rather than design speed

gridley maxKnots:38.5
somers maxKnots:38.6
sims maxKnots:37
atlanta maxKnots:33.6
portland maxKnots:32.7
new_orleans maxKnots:32.75
wichita maxKnots:33
south_dakota maxKnots:28
yorktown maxKnots:32.5
c3_cargo maxKnots:16.5
tambor maxKnots:20, submergedMaxSpeed:0.4375
gato maxKnots:20.25, submergedMaxSpeed:0.4321
balao maxKnots:20.25, submergedMaxSpeed:0.4321
tench maxKnots:20.25, submergedMaxSpeed:0.4321
tench unitPassiveSonarFactor:1.0 (130 dB)
amphion maxKnots:32.5
kent maxKnots:31.5
type_b1 maxKnots:23.5, submergedMaxSpeed:0.3426
type_b2 maxKnots:23.5, submergedMaxSpeed:0.3426
minekaze maxKnots:35
kamikaze maxKnots:35
mutsuki maxKnots:35
yugumo maxKnots:35.5
sendai maxKnots:35.25
oyodo maxKnots:35.3, length and beam corrected
furutaka maxKnots:34.5
myoko maxKnots:34
mogami maxKnots:35
kongo maxKnots:30.5
shokaku maxKnots:34.2


Deleted extraneous weapon data text from US submarine _data.txt files (unused data after deck gun) for balao, gato, tench, tambor
torpedo_type93.txt run distance corrected "runDistances":[21900]
Aerial torpedoes, torpedo_type91.txt and torpedo_mark13.txt, added variable for arming distance "initialRunDistance":100.0, impact below this distance will be a dud

Version 1.08d5h1 (hotfix)

Version 1.08d5h1 (hotfix)
19 Apr 2021

GENERAL
Corrected torpedo numbers in akatsuki_model.txt (launcher graphic still incorrectly shows 4 torpedoes)
Aircraft no longer crash into sea if performing a rocket or strafing attack on a ship that sinks during the dive part of the attack
- player aircraft will abort the attack
- AI aircraft will select a new target

CAMPAIGN
Fixed a bug with auto scout waypoints that could? break the daily update cycle
Fixed message log not detecting duplicate messages due to timestamp

Automatic Scouting Now Available

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

18 Apr 2021

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