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War on the Sea News

Version 1.08 in BETA

Version 1.08 (In Beta)
24 Feb

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

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

Version 1.07d Released

17 Feb

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 map

Version 1.07 - 13 Feb 2021

13 Feb

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

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