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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.



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

Bomb Damage Update

This update finalises the latest bomb damage model as well as adds a Weapons tab to the Unit Viewer for aircraft. Here you can view bomb armor penetration characteristics as well as aerial torpedo speed and range for the various aircraft.

For campaigns, the REPAIR queue has been renamed REST & REPAIR as all released ships now enter the queue upon being released from command.


Change log below:

Version 1.08f2

13 Aug 2021

Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode

Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]

config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.

Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg


Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer


default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model


CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair

Campaigns saved during combat now correctly reload back into that same combat engagement

Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists

For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class

default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned

Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from


Version 1.08f

5 Aug 2021 (BETA)

GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse

Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m

BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val

config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor

All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb

All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb

Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs

Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull

Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor

Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range


CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads

Version 1.08f2 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 this latest version.


Version 1.08f2

11 Aug 2021 (BETA)
Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode

Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]

config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.

Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg


Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer


default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model


CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair

Campaigns saved during combat now correctly reload back into that same combat engagement

Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists

For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class

default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned

Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from

Version 1.08f 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 this latest version.

Version 1.08f

5 Aug 2021 (BETA)

GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse

Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m

BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val

config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor

All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb

All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb

Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs

Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull

Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor

Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range


CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads

Armor Piercing Bombs

Armor piercing bombs are now supported, giving ships with heavy deck armor much better protection.
This update also improves aircraft performance issues when running the game under low FPS.

Change log below:

Version 1.08e9

30 Jul 2021

GENERAL
brooklyn, pensacola _model.txt corrected directors
cleveland, baltimore secondary rotations corrected
shokaku_data.txt corrected TDS values

Added support for armor piercing bombs and re-balanced bomb damage
Ammunition text files added new variable: mmArmorPen - armor in mm that a bomb can penetrate
Ammuntion txt files for all bombs edited damageAmount and mmArmorPen values as below:

Damage mm Armor Pen.
bomb_ij_60kg 300 25
bomb_ij_250kg 1030 35
bomb_ij_250kg_ap 600 50
bomb_ij_500kg 614 80
bomb_ij_800kg 3820 70
bomb_ij_800kg_ap 357 150
bomb_ij_1600kg_ap 720 300

bomb_us_100lb 230 20
bomb_us_250lb 560 30
bomb_us_500lb 660 76
bomb_us_1000lb 1370 95
bomb_us_1000lb_ap 230 127
bomb_us_1600lb_ap 950 152
bomb_us_2000lb 4810 80


aircraft _data txt files and default/language/english/unit/air files edited to use AP bombs as default
avenger
dauntless
devastator
b17
kate
val
betty

All aircraft_data.txt files added new variable "defaultFlightNumber":4
- Scouts use 1, all other aircraft use 4

Ship primary guns, secondary guns and directors rotations offset on being destroyed

Fixed dive bomber locked in Level Out maneuver due to low FPS
Improved aircraft performance under low FPS, strafing, rockets, dive bombing


CAMPAIGN
Aircraft should no longer spawn under terrain

Air group panel now displays the number of aircraft still carrying a payload
default/language/english/dictionary/CMobileAirHeaders addeded "Available" to indicate aircraft within the group that have payloads