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Genre: Simulator, Strategy, Indie

War on the Sea

Aircraft overhaul and strategic bombing update now available

The recent aircraft performance overhaul and strategic bombing features are now available in the live version with this new update.

Remember, if you want to maintain the version 1.08g7h2 prior to this last update to finish a campaign or maintain mod compatibility see here:
https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/


The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.

Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy


For reference, full change log is below:

Version 1.08h5


27 Feb 24 (Beta 25 Feb 24)

Fixed a bug in campaigns where terrain tiles would not correctly display.



Version 1.08h4


Beta 27 Jan 24

CAMPAIGN
Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft

setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8
The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage.

Airfields now launch correct numbers of aircraft for strategic bombing raids.

When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time.



Version 1.08h3


Beta 7 Dec 23

AIR COMBAT IMPROVEMENTS
All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat.

corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament

Air combat dogfight AI improved

Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination


STRATEGIC BOMBING

Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target.

Damage done to target based on:
- number of aircraft attacking
- payload carried (HE bombs are much more effective than AP)
- weather conditions
- total rank of port and airfield of location

Attacking aircraft will take damage and losses based on:
- total rank of port and airfield at that location
- aircraft armor

Enemy will strategically bomb from airfields and carrier groups as appropriate based on range and weather conditions.

Campaign setup.txt added the following variables:
"enableStrategicBombing":true
Enables strategic bombing by player and enemy for a campaign

"strategicBombDamageModifer":850
Damage done calculated as total kg dropped by all aircraft / 850, so the larger this modifier, the less damage per kg dropped.

"strategicBombWindModifer":[1,1,1,0.9,0.8,0.6,0.4,0.2,0.1]
Damage done decreased by wind level (sea state)

"strategicBombCloudModifer":[1,0.8,0.6,0.4]
Damage done decreased by cloud conditions: Clear, Scattered, Broken, Overcast

"strategicBombPrecipModifer":[0.8,0.7,0.5]
Damage done further decreased by precipitation: Rain, Snow, Storm

"strategicBombLaunchProb":[0.3,1]
Enemy checks every hour of flight ops time and has this probability to launch a mission if conditions are favourable

"strategicBombMinWeatherModifier":0.7
Enemy will not launch a strategic bombing mission if the damage modifier due to weather at target location is below this threshold

"strategicBombLosses":[0.15,0.25,0.35]
Combat damage to each attacker determined by a 0-1 probability roll applied against all 3 values;
< 0.15 +3 damage (represents a direct Flak hit)
<0.25 +1 damage
<0.35 +1 damage
Example: a roll of 0.2 would incur 2x +1 damage for a total of 2 damage to an aircraft
3 Damage to an aircraft destroys it.

"strategicBombDefenderRankBonus":0.015
Numbers in strategicBombLosses above increased by this amount per rank of port or airfield at location. Example: Attacking a 5 Port and 5 Airfield location would add 0.15 to all losses so strategicBombLosses would become [0.3,0.4,0.5].

"strategicBombAttackerArmorModifier":[0,1,1]
For each value in strategicBombLosses, damage can be absorbed if another p < strategicBombAttackerArmorModifier for that value.
Note 0 for the first value representing Flak not absorbed by armor.

"strategicBombCarrierBuffer":600
Carriers performing strategic bombing will not do so if they detect hostile units within this range in km.

"strategicBombLatestHour":17
Aircraft must be able to reach target by this hour, otherwise enemy will not attempt a strike

All Aircraft will immediately return to base once outside hours of allowed air operations as defined in setup.txt

Campaign folders:
Added new file strategicBombing.txt
Specifies the aircraft type, payloads to carry (HE Bombs) and ranges at which this aircraft can attack. Used by the enemy to determine which aircraft to send on strategic bombing raids and MUST be present if "enableStrategicBombing":true in setup.txt.
"minNumber":[6,12] is the minimum aircraft required from an airfield, carrier

default/language/english/dictionary/campaign_message.txt added lines to support strategic bombing messages:
NoStrategicBomb=Must be within <0> of enemy location to perform strategic bombing.
NoStrategicBomb=audio/ui/AlarmBlip
StrategicBombNoBomb=Aircraft must be armed with bombs to perform strategic bombing.
StrategicBombNoBomb=audio/ui/AlarmBlip
StrategicBombEmpty=Aircraft have no bombs remaining to perform strategic bombing.
StrategicBombEmpty=audio/ui/AlarmBlip
EnemyStrategicBombed=<0> bombed by enemy aircraft.
EnemyStrategicBombed=audio/ui/AlarmLow


Bomb Target Button added to Air Group Panel
default/interface/styles.txt added entry for "BombTarget" button
default/interface/images/ui/bombTarget.png icon added
Note this button only appears when "enableStrategicBombing":true in setup.txt.

default/campaign/campaign_tutorial/setup.txt added "enableStrategicBombing":false to disable strategic bombing for tutorials

BETA: Aircraft Overhaul & Strategic Bombing

Beta continues to grow with a complete overhaul of aircraft flight characteristics along with the addition of strategic bombing in campaigns.

The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.

Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy



To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released

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 1.08h3


Beta 7 Dec 23

AIR COMBAT IMPROVEMENTS
All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat.

corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament

Air combat dogfight AI improved

Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination


STRATEGIC BOMBING

Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target.

Damage done to target based on:
- number of aircraft attacking
- payload carried (HE bombs are much more effective than AP)
- weather conditions
- total rank of port and airfield of location

Attacking aircraft will take damage and losses based on:
- total rank of port and airfield at that location
- aircraft armor

Enemy will strategically bomb from airfields and carrier groups as appropriate based on range and weather conditions.

Campaign setup.txt added the following variables:
"enableStrategicBombing":true
Enables strategic bombing by player and enemy for a campaign

"strategicBombDamageModifer":850
Damage done calculated as total kg dropped by all aircraft / 850, so the larger this modifier, the less damage per kg dropped.

"strategicBombWindModifer":[1,1,1,0.9,0.8,0.6,0.4,0.2,0.1]
Damage done decreased by wind level (sea state)

"strategicBombCloudModifer":[1,0.8,0.6,0.4]
Damage done decreased by cloud conditions: Clear, Scattered, Broken, Overcast

"strategicBombPrecipModifer":[0.8,0.7,0.5]
Damage done further decreased by precipitation: Rain, Snow, Storm

"strategicBombLaunchProb":[0.3,1]
Enemy checks every hour of flight ops time and has this probability to launch a mission if conditions are favourable

"strategicBombMinWeatherModifier":0.7
Enemy will not launch a strategic bombing mission if the damage modifier due to weather at target location is below this threshold

"strategicBombLosses":[0.15,0.25,0.35]
Combat damage to each attacker determined by a 0-1 probability roll applied against all 3 values;
< 0.15 +3 damage (represents a direct Flak hit)
<0.25 +1 damage
<0.35 +1 damage
Example: a roll of 0.2 would incur 2x +1 damage for a total of 2 damage to an aircraft
3 Damage to an aircraft destroys it.

"strategicBombDefenderRankBonus":0.015
Numbers in strategicBombLosses above increased by this amount per rank of port or airfield at location. Example: Attacking a 5 Port and 5 Airfield location would add 0.15 to all losses so strategicBombLosses would become [0.3,0.4,0.5].

"strategicBombAttackerArmorModifier":[0,1,1]
For each value in strategicBombLosses, damage can be absorbed if another p < strategicBombAttackerArmorModifier for that value.
Note 0 for the first value representing Flak not absorbed by armor.

"strategicBombCarrierBuffer":600
Carriers performing strategic bombing will not do so if they detect hostile units within this range in km.

"strategicBombLatestHour":17
Aircraft must be able to reach target by this hour, otherwise enemy will not attempt a strike

All Aircraft will immediately return to base once outside hours of allowed air operations as defined in setup.txt

Campaign folders:
Added new file strategicBombing.txt
Specifies the aircraft type, payloads to carry (HE Bombs) and ranges at which this aircraft can attack. Used by the enemy to determine which aircraft to send on strategic bombing raids and MUST be present if "enableStrategicBombing":true in setup.txt.
"minNumber":[6,12] is the minimum aircraft required from an airfield, carrier

default/language/english/dictionary/campaign_message.txt added lines to support strategic bombing messages:
NoStrategicBomb=Must be within <0> of enemy location to perform strategic bombing.
NoStrategicBomb=audio/ui/AlarmBlip
StrategicBombNoBomb=Aircraft must be armed with bombs to perform strategic bombing.
StrategicBombNoBomb=audio/ui/AlarmBlip
StrategicBombEmpty=Aircraft have no bombs remaining to perform strategic bombing.
StrategicBombEmpty=audio/ui/AlarmBlip
EnemyStrategicBombed=<0> bombed by enemy aircraft.
EnemyStrategicBombed=audio/ui/AlarmLow


Bomb Target Button added to Air Group Panel
default/interface/styles.txt added entry for "BombTarget" button
default/interface/images/ui/bombTarget.png icon added
Note this button only appears when "enableStrategicBombing":true in setup.txt.

default/campaign/campaign_tutorial/setup.txt added "enableStrategicBombing":false to disable strategic bombing for tutorials

Expanded World & Destructible AAA

Now in BETA, Version 1.08h1 adds terrain data for the North Atlantic, Mediterranean and Indian Ocean theatres as well as introduces destructible AAA mounts on ships. Several example campaign maps are also included to assist modders with making new campaigns set in other regions and on larger maps.

To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released

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 1.08h1


11 Oct 23 BETA

AAA IMPROVEMENTS
Each AAA mount automatically assigned to a compartment based on position

config.txt added new variable "aaaIntegrityKO":25
AAA mount will be unable to fire if its corresponding compartment;
a) has integrity below aaaIntegrityKO value (default 25),
b) is on fire
c) is destroyed

Damage control panel now lists anti-aircraft in that region of the ship with a multiplier to represent multiple AAA mounts if necessary: "1x Anti-Aircraft"
Note some AAA mounts may be on top of or on the deck above internal compartments, such as engineering spaces.

"1x Anti-Aircraft" text will turn red when unable to fire due to damage.

default/interface/styles.txt modified DamageControlFillIcons and DamageControlStatusIcons to display a more pale red color which is also used for the anti-aircraft text color



BIOMES & REGIONS


Yamato in home waters



Royal Navy off the coast of Iceland



Patrol over Africa


default/environment/terrain added txt files for;
Temperate_Summer
Taiga_Summer
Taiga_Winter
Tundra_Summer
Tundra_Winter
Polar_Summer
Polar_Winter

These new biomes, as well as existing Desert, Grasslands, Tropical ones are now correctly assigned based on geography and season.

Improved vegetation sprites and varieties across all biomes

Added world terrain data encompassing regions:
North Atlantic (East coast USA to Norway)
Mediterranean (UK to Gibraltar to Iraq)
Indian Ocean (Maldives to Vietnam)


CAMPAIGN
Home Port Takeovers
setup.txt files added support for new variable "allowHomePortTakeOver":false
When true, home ports may be attacked by landing troops and can be bombarded.
Regardless of rank, home ports can always replenish and release ships by the faction that owns them. Home Ports will only replenish resources if owned by their original faction.

Campaign setup.txt files added new variables;
"endIfNoPlayerHomePort":true,"endIfNoEnemyHomePort":true
If true, the side that possesses 0 home ports will immediately lose a campaign.

default/language/english/campaign/campaignNAME/event
Added 2 new events to be displayed when a side loses due to having no home ports
defeatNoPort
victoryNoPort


setup.txt files added new variable: "mapPixelWidth":8192
Specifies the width of the elevation data supporting the strategic map


Example Campaigns & Maps
[These campaign maps are not playable in current state and are example templates only]

default/language/english/campaigns.txt
Add the following lines to enable the 4 example campaigns:
examplePacific=War in the Pacific (example)=7,12,1941=The surprise attack on Pearl Harbour by Imperial Japan plunges the entire Pacific region into war.
exampleNorthAtlantic=Battle of the Atlantic (example)=3,9,1939="The Battle of the Atlantic was the dominating factor all through the war. Never for one moment could we forget that everything happening elsewhere, on land, at sea or in the air depended ultimately on its outcome." - Winston Churchill
exampleMed=Battle of the Mediterranean (example)=1,9,1939=Axis and Allied navies fight for control of the Mediterranean.
exampleIndian=Indian Ocean Raid (example)=31,3,1942=The Imperial Navy steams into the Indian Ocean with the intent to incapacitate and destroy British naval bases in the region.

default/maps added 4 folders containing Strategic Map test graphics and water masks corresponding to the regions mentioned above:
1) pacific
2) northAtlantic
3) med
4) indian

default/language/english/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian

default/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian

Patch for Campaign Bugs

This is a silent fix as it only contains text data file changes, the version number still reads 1.08g7h2 for this build.
MODDERS; you will only need to update/integrate the modified text data files if applicable.

This fix addresses several campaign navigation errors that could cause the campaign timer to fail, resulting in;
- aircraft endurance and launch timers not counting down correctly
- contacts not being updated on the map correctly

Need to call out community member skwabie here and give them a big thanks!!
We'd been tracking this issue for a long time now and their reporting and breakdown of the cause was instrumental in getting it fixed.


Files changed:
default/campaign/campaignXXX/

mapLandLocations.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land

seaWaypoints.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land and improved connections between several waypoints and added new waypoint SPac9


default/campaign/campaign001/ (only campaign001 is modified)
sea_navigation_aid.txt modified pathfinding to hoskins to enable spawned task forces from the east or west to correctly navigate to this location



For reference, other threads relating to the bugs this update fixes:
https://steamcommunity.com/app/1280780/discussions/1/6382186451010825705/
https://steamcommunity.com/app/1280780/discussions/1/3391798007028613163/
https://steamcommunity.com/app/1280780/discussions/1/3367027665174151664/
https://steamcommunity.com/app/1280780/discussions/1/5767400709493433438/
https://steamcommunity.com/app/1280780/discussions/1/3421068324008207659/

HE Shells and Campaign Improvements

This update features a re-work of High Explosive shell behaviour, zooming of Tactical Map at mouse position as well as several improvements to Campaigns such as;
- settings panel when starting a new campaign
- ability to choose from multiple overlapping icons on the Strategic Map

Remember you can maintain older versions of War on the Sea to finish an ongoing campaign or maintain mod compatibility until they are updated for this latest version
See here for details



Full change log below:

Version 1.08g7h2


25 Aug 22

CAMPAIGN
Left clicking on map markers now opens edit panel for that marker (bug introduced in 1.08g7 by the following feature; [When selecting overlapping objects on Strategic Map, a selection of those objects appears to choose the desired one (limit 10)])



Version 1.08g7h1


17 Aug 22 (BETA)

CAMPAIGN
CheckUnsafeLocations now always checked irrespective of airfield level

AI no longer bombards neutral locations when landing troops there



Version 1.08g7


6 Aug 22

GENERAL
Tactical map zooms in/out at mouse position when not locked onto a unit

Improved physics checks such that high velocity shells cannot bypass belt armor

HE shells no longer take into account ballistics/impact angle when calculating penetration, only use explosive force (mm penetrated = 0.2 calibre)

Kamikaze aircraft now attack from the height they were at when issued the attack order
- "attackHeight":[2,3] in aircraft data files now represents the minimum height for the attack
- zero_kamikaze_data and judy_kamikaze_data modified "attackHeight":[2,3] to ensure minimum 20-30m altitude for a kamikaze attack

Added a check to disable aircraft attack AI which could block time compression after kamikaze attacks



CAMPAIGN
When selecting overlapping objects on Strategic Map, a selection of those objects appears to choose the desired one (limit 10)
- default/interface/styles.txt added entry for CampaignMultipleSelection UI elements
- default/campaign/campaignXXX/setup.txt added new variable "stratMapMultpleSelectDist":0.01 to set threshold for multiple selection menu

Added Campaign Settings button and panel; when starting a new campaign settings applied for;
Campaign Difficulty
Enemy Uses Submarines
Enemy Uses Aircraft Carriers
Refund Command Points Post Rest & Repair
New Carrier Aircraft Requires Release
- default/interface/styles.txt added entry for "MenuClose" buttons
- default/campaign/campaignXXX/setup.txt added new variables "EnemyUsesSubs":true,"EnemyUsesCarriers":true
- language/english/dictionary/general.txt added "AISubmarines", "AICarriers", "ReplenishCarriers", "RefundPostRepair" to support new Campaign Settings panel

Fixed a bug where multiple merchants of the same class leaving the Rest & Repair queue on the same day as weekly Command Point acquisition would only return Command Point value for a single ship of that class

Carriers launching a strike force at start of an engagement now correctly calculate remaining aircraft

Cargo panel now uses language/english/dictionary/general.txt to lookup headers; Troops, Supplies, Engineering, Fuel

"Day:" header in campaign toolbar now uses language/english/dictionary/general.txt file
language/english/dictionary/general.txt added lowercase months of year for date/time display in other languages

Iowa, Essex and More!

Version 1.08g6h3 is a major update that introduces;
- Iowa and Essex Class ships
- Hellcat, Corsair, Helldiver, Judy and B25c aircraft (Single Battles only)
- Kamikaze attacks (Single Battles only)
- 11 new Single Battles
- Major re-balance of Campaigns








Campaign Changes
Due to significant changes in campaign balance, the previous live game version, 1.08g7h5, is available to opt into. You may wish to do so to continue an ongoing campaign or to maintain mod compatibility.
See here for details: https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/




Significant changes are:
- Command Points gained weekly based on locations owned
- Command Points per ship sunk significantly reduced
- Command Points for ships released from command not returned until ship completes rest/repairs
- Replenishing carrier air wings now requires the carrier to be released from command
- Reduced Rest & Repair times for ships released from command
- Land based aircraft replenish gradually over time


Full change log can be found below:

Version 1.08g6h3


20 Jun 22

Fixed a bug where non-kamikaze aircraft colliding with ships would not apply damage/be destroyed properly

Only actual kamikaze aircraft generate a "Kamikaze Hit" message when striking a ship

default/unit/sea/iowa/iowa_data.txt corrected typo in outer deck armor
default/unit/sea/iowa/ iowa model file reimported for shorter aft funnel
default/unit/sea/iowa/iowa_s.png file updated
default/unit/sea/iowa/iowa_model.txt edited searchlight positions

default/unit/sea/cimmaron/cimmaron_data.txt corrected armor of secondary gun mounts

default/unit/sea/mountData.txt corrected rate of fire for 15.5cm603rdYearType

default/language/unit/air/b25c.txt corrected payload displays in Unit Viewer

default/ammunition/bomb_us_1600lb_ap corrected armor penetration value

Aerial rockets striking friendly aircraft no longer deal damage



Version 1.08g6h2


BETA 16 Jun 22

GENERAL
default/language/english/unit/air/corsair.txt corrected machine gun number
default/language/english/unit/air/judy.txt corrected machine gun number
default/language/english/unit/air/judy_kamikaze.txt corrected machine gun number
default/unit/unit/air/corsair/corsair_model.txt doubled forward firing guns
default/unit/air/judy_kamikaze/judy_kamikaze_data.txt (corrected speed, range)
default/unit/air/judy/judy_model.txt corrected "baseTransformNames" of rear gun to fix rear gunner firing orientation

default/unit/sea/ edited the following ship files;
- essex_data; corrected TDS value
- wasp_data; corrected TDS value
- lexington_data; added historical asymmetrical TDS values

default/unit/sea/mountData.txt corrected 16in50Mark7 penetration curves


config.txt added new variable "wakeFactor":1.0 to multiply length of ship wakes

CAMPAIGN
Fixed a bug where any aircraft lost and requiring replenishment would break launching of auto-patrols the following morning; this could lead to duplicate aircraft launches on a future day where no replenishment occurred

On strategic map, checking for destroyed subsystems no longer counts damaged (<100 integrity) compartments, only those actually destroyed (fixes bug where aircraft facilities were unusable after light strafing damage)

Both campaigns setup.txt files, reduced base repair time baseRepairTime:[2,2]

Increased the threshold for the to AI send larger forces to decrease the frequency of larger (battleship containing) invasion forces being fielded

Invasion forces now bombard target (if capable) when unloading troops/supplies

Both campaign setup.txt modified;
- "campaignDifficultyPresetX" values to re-work campaign Command Point balance
- "commandPointsPerWeek":[5,0],"commandPointsPerLocation":[0,0],"commandPointsPerPortRank":[5,0],"commandPointsPerAirfieldRank":[0,0] variables

Both campaign sea_missions.txt modified "delayAIDays":[1,1,0,2] to "delayAIDays":[1,1,1,3] for missions involving one or more battleships to decrease the AI pacing after fielding such a large force



Version 1.08g6h1


BETA 15 May 22

Fixed bug where having "Dud Bombs" set to false under Options would break all bomb drops from aircraft

"postEngageAirCooldown" applied to ships in an encounter that does not contain opposing ships, previously no cooldown was applied

Corrections to the following files;
- default/unit/air/b17f/b17f_data.txt corrected type in bomb load
- default/unit/air/helldiver/helldiver_data.txt (increased range, added 2000lb bomb)
- default/language/english/unit/air/helldiver.txt corrected payloads
- default/unit/air/b25c/b25c_data.txt (corrected speed)
- default/unit/air/corsair/corsair_data.txt (corrected speed, range)
- default/language/english/unit/air/corsair.txt corrected payloads
- default/unit/air/hellcat/hellcat_data.txt (increased range)
- default/unit/air/judy/judy_data.txt (corrected speed, range)
- default/unit/air/kate/kate_data.txt corrected payload positions
- default/unit/air/kate/kate_model.txt corrected aircrew positions

default/unit/sea/ship/ship_data.txt modified the following ships to correct armor schemes
- iowa
- south_dakota
- north_carolina

Kamikazes now accelerate to full speed during their dive

Re-imported the following ship mesh files and modified ship_model.txt files to sit them lower in the water and correct particle and searchlight positions
- iowa
- kent
- portland

Re-imported portland_tex_m3 to modify height of waterline on texture



Version 1.08g6


BETA 13 May 22

NEW SHIPS & AIRCRAFT
New Ships: Iowa, Essex
materials/other added material references for Iowa, Essex
unit/sea added folders for iowa, essex
language/english/unit/sea added language files for iowa, essex
unit/sea/allUnitsList.txt added references for iowa, essex


New Aircraft: Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
materials/aircraft added material references for Hellcat, Corsair, Helldiver, Judy, B25c
unit/air added folders for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
language/english/unit/sea added language files for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
unit/air/allUnitsList.txt added references for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze


UI to support Kamikaze functionality:
- default/interface/images/toolbar added new button for Kamikaze
- default/language/dictionary/message_log.txt added "KamikazeAttack" and "KamikazeHit" lines



NEW SINGLE MISSIONS
default/missions/pacific added new files;
hailstone.txt
palawanpassage.txt
sibuyansea.txt
tengo.txt
empressaugusta.txt
philippinesea.txt
sinkingshokaku.txt
bunkerhill.txt
sinkingmahan.txt
capeengano.txt
ligayen.txt

default/language/english/missions/pacific.txt added new lines for new single missions

default/missions/pacific/bismarcksea.txt modified to use B25c and B17f as Allied aircraft



SHIP & AIRCRAFT FIXES
Various ship and aircraft _data.txt files modified;
- Corrected speed (and range) for dauntless, avenger, kingfisher, b17f, pete, jake, betty
- Corrected lexington, ryujo speed
- Corrected armor schemes for;
brooklyn
atlanta
cleveland
pensacola
northampton
portland
new orleans
wichita
baltimore
south_dakota
agano
furutaka
aoba
myoko
takao
mogami
tone

Fixed typo in brooklyn_model.txt starboard secondary ammunition amount

Re-imported wildcat, kingfisher, zero, val, kate files to remove integrated colliders
kingfisher and kate _model.txt removed old wing collider references

default/unit/air/dauntless/dauntless_data.txt added 500lb bomb payload
default/language/english/unit/air/dauntless.txt added 500lb bomb payload



GENERAL
Entering binocular view can no longer disable an aircraft's colliders

With a submarine; pause, fire, enter SILENT running, then un-pause now correctly calculates the correct data for that torpedo room

Increased darkness of damage shading on ships

config.txt "repairIntegrityTo":[1.0,1.0] changed to "repairIntegrityTo":[0.5,0.5]
- compartments can no longer be returned to full integrity, only 50% of the damage incurred can be repaired at sea

Minimum damage to cause fires, flooding and explosions:
- At least 5 integrity loss on a hit/damage required to have a chance to initiate flooding
- At least 5 integrity loss on a hit/damage required to have a chance to initiate fire
- At least 5 integrity loss required for chance of secondary explosion
- The primary goal of this change is to protect larger ships from being overcome by numerous fires from lots of low calibre HE shells

AI ships now use RADAR more effectively in combat

config.txt new variable "torpBreakBackValues":[1,0.6,3,5000,0.2]
- chance to break the back of a lower displacement ship when hit by torpedo
- first value (0,1) = enable break back calculations, 1 = enabled
- formula = 0.6 - (displacement - (torpedo damage amount * 3)) / 5000
- if torpedo strikes a destroyed compartment, probability + 0.2 as per last value
- if torpedo strikes compartment with TDS, break back is not calculated

config.txt added new variables to enable radar/active sonar on by default
- radarDefaultOn:false
- activeSonarDefaultOn:false



COMBAT AI
Fixed a bug where AI could assign targets prior to considering all other detected units
config.txt added new variable "targetWeighting":[1,2,4,8,20]
- [all others, merchant/oiler, heavy cruiser, battleship/battlecruiser, carrier/light carrier]
- AI (subs and aircraft in particular) will prioritise targets according to weighting (ships prioritise according to gun size, target armor and range)
- default values; carriers 20x, battleships = 8x , heavy cruiser = 4x, merchants = 2x, all others 1x

config.txt added new variable "targetHighestWeightOnly":0.5
- 50% chance for AI to ignore weighted pool and only select a target from within the highest priority weighted group (carrier > battleship > heavy cruiser > merchant > others)

Improved dogfight target selection with aircraft attacking in groups of 2 and selecting targets not already under attack

config.txt added "dogfightBreakDeltaY":20
- when break turning in a dogfight, aircraft will change altitude by -/+ dogfightDBreakDeltaY

Narrowed dogfight AI firing cone to help conserve ammunition

Improved AI ship retreat calculations; only compartments < 50 integrity taken into consideration when assessing current battle damage



CAMPAIGN
default/campaign/campaignXXX/ New files added;
- "setup_original.txt"; May be renamed to "setup.txt" in order to restore campaigns to their original configuration prior to this latest update (version 1.08g6).

Default values for several campaign variables added: "airGroupCruiseSpeed":0.75,"taskForceCruiseSpeed":0.75,"taskForceHomeSpeed":0.9,"taskForceRetreatCapitalDestroyed":0.15,"taskForceRetreatHighestDestroyed":0.2,"taskForceRetreatAverageDestroyed":0.1
- this solves the bug in campaign training missions where new ships/air groups could not move

default/campaign/campaignXXX/sea_missions.txt re-balanced groups, made them better defended, better timed, added new mission compositions, added additional approach directions to make AI less predictable

default/campaign/campaignXXX/seaUnits.txt added iowa and essex classes
default/campaign/campaignXXX/seaUnits.txt decreased sunk point values for merchants


default/campaign/campaignXXX/setup.txt modified several variables
replenishLimitAircraft:true
- lost aircraft are now not immediately replaced the next day

replenishDailyAircraft0:[2,2,2,2],"replenishDailyAircraft1":[4,4,4,4]
- player aircraft are replaced 2 per day (for each type), AI gets 4 per day

carrierWingsRequireRelease:true
- aircraft carrier air wings are no longer immediately replaced by "rearming", a carrier must be released and re-recruited

refundPostRepair:true
- releasing a ship no longer immediately gives command points back, they are returned once the ship leaves the repair queue

useSunkYieldPoints:true
- use the point values specified in default/campaign/campaignXXX/seaUnits.txt for awarding Command Points for ships sunk [based on difficulty setting]
- note these values are significantly less than the original point system based on a % of ship cost

"commandPointsPerWeek":[0,0]
- added amounts of Command Points added per week

"commandPointsPerLocation":[3,0]
- Command Points per week gained based on locations owned

"commandPointsPerPortRank":[3,0]
- Command Points per week gained based on total Port Ranks

"commandPointsPerAirfieldRank":[1,0]
- Command Points per week gained based on total Airfield Ranks

"replenish0":[2000,4000,250,250],"replenish1":[2000,4000,250,250]
- increased acquisition of engineering and fuel resources

"attackOtherLocations":[0.1,0.1]
- added a flat chance for the AI to shift focus from the primary objective to other locations. First roll is to check for attacking secondary targets, second roll is to invade undefended locations

"enemyWeeklyCPDeficitOnly":true
- "commandPointsPerWeek":[0,0], if the second value is greater than 0, this "bonus" will only be given if the AI is currently running at a Command Point deficit


Modified "campaignDifficultyPresetX" values to:
- better balance starting Command Points
- balance Command Points gained per week per difficulty level
- modified player resources/week to increase rate at higher difficulty levels in order to prevent campaign completion time growing too large
- decreased base repair times and time per destroyed compartment due to counterbalance the need for repairing ships due to the "repairIntegrityTo":[0.5,0.5] change above
- refund 100% Command Points at all difficulty levels due to new accumulating battle damage and replenishing air wings via releasing a carrier

default/language/english/campaign/campaignXXX/rules.txt updated to show Command Points per week gained

Increased threshold of Command Points for AI to select large vs medium vs smaller mission forces

Auto Resolve now correctly counts destroyed scout aircraft

Correct a bug where defending a location could reset "aircraft in the air", giving bonus aircraft

default/language/english/campaign/campaign002/intro3.txt corrected typos in text description

Tooltip now correctly remains clear when creating a map marker

Fixed a bug with campaign AI CheckCancelMissionDueToUnsafe not correctly checking location faction



MANUAL & TUTORIALS UPDATED
- WarOnTheSea_Manual.pdf file updated
- default/interface/tutorial added dcIcons1.png, dcIcons2.png, rosterSort.png, rosterSelect.png, mapMarker.png
- default/language/english/missions/tutorial/damagecontrol_X.txt modified
- default/language/english/missions/tutorial/multiple_X.txt modified
- default/language/english/missions/tutorial/dogfight_2.txt modified
- default/language/english/missions/tutorial/campaign_X.txt modified

Aircraft AI & AAA Customisation

This update brings a lot of new customisation features to War on the Sea. In particular, aircraft AI attack parameters are now exposed along with fully editable ship AAA.

Several other issues introduced in the previous update have also been addressed including bug fixes for Auto-Resolve and aircraft escorting other groups.


Full change log below:

Version 1.08g5h6


28 Feb 22
Removed Custom Attack debug lines
Fixed AI sub depth keeping to prevent blowing ballast (and surfacing) when not necessary



Version 1.08g5h5


24 Feb 22 (BETA)

Aircraft AI Attack Variables
All aircraft types can now have individual attack behaviours specified.

aircraft_data.txt files added support for new variables to be used in first data line (aircraft data) as well as within payload data lines to define custom AI behaviours
All variables are in seconds or 1:10 metres
Numbers in [] are a random value in the range specified
If specified in the first data row, values apply to dogfight and strafing attacks
If specified in a lower row, values apply to the payload defined by that row

customAttack:false - disable custom parameters and use default values (set to false for now)

attackHeight:[85,85] - random height at which to execute the attack

attackRange:[120,120] - random range at which attack begins

additionalLeadTime:[25,25] - forward offset based on target motion, namely where the target should be in this many seconds

offset:[3,3] - circular radius around target to determine overall accuracy

diveDropHeight:[32,38] - random altitude at which dive bomber drops bombs

speed:[-1] - in progress pending feedback, unused for now

diveLead:[4,4] - additional lead time during a dive bomber dive

"diveOffset":[3,3] - random circular offset during a dive to determine accuracy

levelHeight:[0,0] - current altitude + random height when performing level bombing
When strafing this value = random height above the target at which to approach

levelRange:[2,2] - random range to attack when when level bombing or strafing

levelLead:[0,0] - random range for additional lead time when level bombing or strafing

levelOffset:[7,7] - random circular offset for accuracy when level bombing or strafing

skipHeight:[6,6] - random altitude range to perform skip bombing at

skipRange:[50,70] - random attack distance to drop bombs when skip bombing

skipLead:[5,5] - random additional lead time when skip bombing

skipOffset:[7,7] - random circular offset when skip bombing

Examples:
Remember to set customAttack:true to test/see the new parameter usage in action
All values are current default values

avenger_data.txt first data line:
...customAttack:false,"attackRange":[30,50],"levelHeight":[15,15],"levelRange":[100,100],"levelLead":[1.5,1.5],"levelOffset":[4,4]}
Dogfight firing range is 300-500m
When strafing, come in 150m above target, begin dive 1000m out with additional 1.5s lead, firing at a point within 40m radius of target

avenger_data.txt second data line (aerial torpedo):
customAttack:false,"attackHeight":[4,4],"attackRange":[1,1],"additionalLeadTime":[28,28],"offset":[8,8]}
Fly at 40m, drop aerial torpedo within 10m of when you should, leading target by 28 seconds with accuracy of radius 80m around intercept position

avenger_data.txt fifth data line (rocket):
customAttack:false,"attackHeight":[15,15],"attackRange":[90,90],"additionalLeadTime":[3,3],"offset":[4,4]}
Fly at 150m above target, begin dive at 90m leading target by 3s with accuracy of fire in a 40m radius

dauntless_data.txt
..."customAttack":false,"attackHeight":[85,85],"attackRange":[120,120],"additionalLeadTime":[25,25],"offset":[3,3],"diveDropHeight":[32,38],"speed":[-1],"diveLead":[4,4],"diveOffset":[3,3],"levelHeight":[0,0],"levelRange":[2,2],"levelLead":[0,0],"levelOffset":[7,7],"skipHeight":[6,6],"skipRange":[50,70],"skipLead":[5,5],"skipOffset":[7,7]}
Dive bomb from 850m, begin attack when 1200m from target, leading it by 25s with a 30m accuracy radius, once diving drop bombs at 320-380m now leading target by only 4 sec with accuracy of 30m radius
Level bomb from current altitude +- 0 with 70m radius accuracy
Skip bomb from 60m altitude at a range of 500-700m, leading target by 5s with 70m radius accuracy


Ship and aircraft AAA rate of fire, damage and range on per mount basis
ship and aircraft _model.txt files, enabled variables \"sizes\":[1,1,1,1],\"rate\":[1,1,1,1],\"range\":[200,200,200,200] for "aaaGuns" data
sizes - specifies the number of rounds of damage applied to aircraft when hit, must be a whole number
rate - specifies the fire rate for each AAA gun
range - target must be within this range to fire
If not specified, default values are size = 1, rate = 4, range = 200 (2000m)
c3_cargo, cimmaron, kamogawa_maru and nippon_maru _model.txt files edited aaaGuns to be size 1, rate 1
cs_cargo_model.txt specified default ranges as syntax example
b17f_model.txt specified default sizes, rate and range as syntax example


Damage Model
config.txt new variable "alwaysDamageHullNeighbours":true
- hitting a destroyed hull compartment applies damage to the nearest non-destroyed compartment within range of 2 (including diagonals)
- reduces the ability of hulls to "soak" damage (especially from torpedoes) when hitting the same region multiple times

Increased damage caused by magazine explosions to surrounding compartments


Other Fixes
Fixed formation keeping in high sea states where following ships would fall behind
Fixed a bug where auto patrols launching at dawn could switch map object focus



Version 1.08g5h4


13 Feb 22 (BETA)
LAND button now clears all air group data, stops that group and attempts to land (unless endurance = 0)
Aircraft escorting another group now immediately RTB at dusk (rather than waiting for endurance to reach 0 before returning

config.txt added 2 variables to override the direction binoculars/periscope move based on key or mouse input (x horizontal, y vertical)
- "binocularKeyDirections":{"x":1.0,"y":1.0}
- "binocularMouseDirections":{"x":1.0,"y":1.0}



Version 1.08g5h3


7 Feb 22 (BETA)

Auto resolve button now correctly disabled after a prior auto-resolve encounter
Added additional check to auto-resolve so as not to be applied to ships
Fixed a bug where aircraft escorting ships would become unresponsive to commands once they refuelled
Improved "vagueCampaignIntel" calculations
Corrected flag materials for new countries

campaignXXX/setup.txt added 3 new variables:
enemyAirfieldStrikeRange:450 - km at which enemy airfields will attacked spotted player forces
enemyCarrierStrikeRange:450 - km at which enemy carriers will attacked spotted player forces
enemyAirCoverRange:250 - km at which enemy ships will request air cover

Fog of War & AI

This latest version (1.08g5h2) introduces fog of war to the campaign where enemy ship groups are no no longer fully identified on the campaign map. Incomplete and or incorrect data is supplied based on the visibility conditions under which an enemy task force is spotted.

Also improved tactical AI with enemy ships now correctly turning broadside as well as making submarine and anti-submarine warfare behaviour more compelling.

Finally support for additional nations as well as additional sea mission parameters has been added.


Change log below:



Version 1.08g5h2


5 Feb 2022

Corrected "rubberbanding" of aircraft escorting ship groups
Directors no longer point at undetected targets when prosecuting a region/area in search for that target
AI escorts search along incoming torpedo bearing with lateral spacing 1500 - 2500m
AI escorts slowed to 10-15 knots to improve sonar detection when prosecuting player submarines
Impoved AI retreat direction from undetected player submarines



Version 1.08g5h1


Beta 29 Jan 2022
Corrected damageAmount typo in torpedo_type91.txt
unit/sea/ise/ise.txt modified TDS value to 0.6
Aircraft with Escort/Patrol Above correctly land at dusk
AI strike aircraft will not return to base after an engagement unless they have dropped payloads



Version 1.08g5


Beta 27 Jan 2022

GENERAL

Incomplete intel on surface groups added:
config.txt added new variable "vagueCampaignIntel":true to provide inaccurate data on enemy Sea Groups
- default/language/english/dictionary/general.txt added "IntelSea=ships|Heading:|Speed:|Maybe:|(Convoy)"
- information on enemy Sea Groups can now be incorrect
- number of ships estimated, if transports > 3, the group will be labelled as a Convoy
- classes of ships estimated and highest priority/largest 2 are listed as "Maybe" present
- speed estimated and displayed as standard Sea Group speed, e.g. Medium (12-16kn)
- [course not displayed as direction can be assessed by observing contact movement]
- accuracy (number, speed and classification) based on visibility at the time spotted
- submarines cannot be mis-classified
- icon of Sea Group shown on map based on intel data rather than actual group composition
- existing save games have intel data created for them if saved without using "vagueCampaignIntel"
- once no longer spotted, intel data is cleared, if observed again intel data may be different based on observing conditions
- contact icon for Sea vs Sea engagements is no longer displayed prior to entering combat (unless player is able to ignore the engagement, such as for a player submarine attack)


EXAMPLE:
Convoy (2CA, 2DD, 6MS) Sea State 6, Scattered at 15:00 reported as (4 tries):

10 ships (Convoy)
Medium (12-16kn)
Maybe: 1 CA, 1 CL

9 ships (Convoy)
Slow (8-12kn)
Maybe: 2 CA, 1 CL

10 ships (Convoy)
Medium (12-16kn)
Maybe: 2 CA, 5 MS

9 ships (Convoy)
Medium (12-16kn)
Maybe: 1 BC, 1 CA


Support for additional nations added:
Nations currently supported are:
usa, britain, australia, japan, germany, italy, france, sovietUnion, netherlands, canada, poland, finland, thailand

config.txt modified variables to support additional nations (nation values in order as specified above):
- "dudRateBombByNation":[0.09,0.09,0.09,0.03,0.09,0.09,0.09,0.09,0.09,0.09,0.09,0.09,0.09]
- "nationNightFightBonus":[0.0,0.0,0.0,0.25,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0]

default/flags added references to new country flags and added new flagTexture pngs
default/interface/images/toolbar added new flagX.png files
default/interface/images/flag added new pngs for new nation flags
default/language/english/dictionary/general.txt added references to new countries


default/ammunition adjusted speed/range and damage of torpedo_mark13 and torpedo_type91

Sinking ships no longer continue to track targets with directors


Various corrections to ships:
unit/sea/fuso/fuso.txt modified TDS and magazine armor values
unit/sea/fuso/fuso_data.txt corrected 5" secondary gun types
unit/sea/nagato/nagato.txt modified TDS and magazine armor values
unit/sea/nagato/nagato_model.txt corrected secondary gun type to 14cm503rdYearType
unit/sea/ise/ise.txt modified magazine armor values
unit/sea/ise/ise_model.txt corrected secondary gun type to 14cm503rdYearType
unit/sea/kongo/kongo.txt modified armor values


AI submarines dive deep and run silent after firing torpedoes to evade escorts

default/language/english/dictionary/campaign_message.txt modified SpottedAir and SpottedSea entries to be non-specific as to enemy type nearby

Fixed a bug where surface ship AI could fail to find a target to fire torpedoes at

Fixed a bug where ship AI would not correctly turn/maintain broadside upon reaching optimal firing distance

Fixed a bug where a heavily flooded ship could sink during the briefing, prior to combat starting



CAMPAIGN
Campaign "sea_missions.txt" now support the following variables;
- "requiresHostileLocations":["guadalcanal","florida"], a list of locations that must be occupied by the player for the mission to be generated

- "requiresHostileAirfieldRank":2 All locations specified in "requiresHostileLocations" must also have an airfield at or above the rank specified

- "patrolForHours":120 A "Patrol" mission type will stay in its patrol zone/s for this many hours, then automatically return to base
Note that timer begins at start of beginning of last leg to valid patrol zone
Upon reaching 0 hours, patrol immediately returns home and a new patrol is re-created at "spawnLocation" if "autoRenew":true
Existing save games have "patrolForHours" data applied to existing patrol missions if saved with previous game version

- "airCoverPriority":1 Any value above 0 will launch fighter air cover from an airfield within 250 km during Air Op hours (checked every hour)


campaign/setup.txt files added new variable "repairHourPerIntegrity":[0.05,0.05]
- damaged compartments now separated into those destroyed and those with lost integrity
- destroyed compartments get days repair as per campaign setup.txt "repairPerComp":[1,1]
- total lost integrity is summed, multiplied by "repairHourPerIntegrity":[0.05,0.05], then # additional days required calculated (rounding up)
- default value 0.05 = 4.95 hr to repair a nearly destroyed compartment (at 1 integrity)


Aircraft with "Escort/Patrol Above" set now return to refuel then repeat the patrol route until cancelled or aircraft land at dusk

config.txt "alwaysIgnoreScouts":true now applied to locations spotting single aircraft

Auto Resolve for campaign encounters with Scouts vs Fighters
- AUTO button now available if encounter is Scouts vs Fighters
- if (fighters - scouts > 3), all scouts are shot down;
- post engage cooldown applied to combatants
- default/language/english/dictionary/general added value "CAutoResolve=AUTO"

Big Guns

Hope you all had a safe and happy holiday season!

This update introduces the three Japanese battleship classes:
- Fuso
- Ise
- Nagato

In addition, rear gunners have been added to those aircraft that were missing them along with support for custom campaign maps which now allow modders to start creating campaigns outside of the original Solomon Islands map area.

Finally, TMA parameters for calculating firing solutions have been added on an individual ship class basis to better represent their accuracy.


Version 1.08g4h1


7 Jan 22

GENERAL
3 New Battleships: Fuso, Ise, Nagato
materials/other added material references for Fuso, Ise, Nagato
unit/sea added folders for fuso, ise, nagato
language/english/unit/sea added language files for fuso, ise, nagato
unit/sea/allUnitsList.txt added references for fuso, ise, nagato
campaign/campaignXXX/seaUnits.txt added references to fuso, ise, nagato to add them to existing campaigns


Support for individual ship TMA override variables added.
ship_data.txt files added new variable "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2]
- values specified override global TMA variables from config.txt
- [directorTMARate, directorMaxSolution, localDirectorTMARate, localDirectorMaxSolution, tmaPercentRangeThreshold, tmaPercentRangeMaxPenalty, tmaDecayRate, tmaRadarBonus]
- all merchants_data.txt files added "tmaOverride":[0.02,0.85,0.01,0.75,0,1,0.02,0.15] to drop surface gunnery accuracy by ~30% at 10km and reduce bonus from radar
- all submarines_data.txt files added "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2] to increase solution rate and decrease decay rate to emulate better tracking of multiple targets


Re-imported model files/corrected textures for ships:
- south_dakota
- lexington
- wasp

Re-imported model files/textures for aircraft to add rear gunners:
- devastator
- jake

Modified aircraft_model.txt files for devastator, jake to add rear guns

materials/_common.txt added new material for MachineGunInterior (for US rear gunner)


unit/sea/mountData.txt added references to new gun
- 41cm453rdYearType


Fixed a bug where message log text could have spaces trimmed causing lack of spaces in message


Player controlled aircraft correctly manually fire guns in a dogfight



CAMPAIGN
default/campaign/campaignXXX/setup.txt added new variable "customWaterMask":false
- if true, the path specified in variable "mapWaterMask":"maps/solomon/solomon_watermask_example.png" is read
- watermask should be 2048x1024 png file with transparency defining water

Version 1.08g3h3 now LIVE

Version 1.08g3h3


2 Dec 2021
Campaign map markers now save/load correctly (bug introduced 1.08g3)
Player and AI aircraft no longer get locked firing guns and drain ammunition
Corrected audio reference for default/language/english/message_log.txt SwitchLeader


Version 1.08g3h1


23 Oct 2021 (BETA)

CUSTOM AUDIO SUPPORT
Created new folder default/audio
music.txt file moved from default to new folder default/audio
default/audio added _readme file for instructions on how to setup custom audio

default/audio added ambientSoundFX_example.txt, particleSoundFX_example.txt and unitSoundFX_example.txt files
- when "_example" removed from the filenames, these files will be read to reference paths to custom audio clips for ambient ocean sounds, particle effects and units respectively

default/language/english/dictionary/message_log.txt entered full audio file paths for message sound effects
default/language/english/dictionary/campaign_message.txt entered full audio file paths for message sound effects
- editing a message's audio reference to a custom audio file (MUST USE FILE EXTENSION) will play the custom audio file for that message


CUSTOM SHIP AAA SETUP
When specifying AAA with \"displayMounts\":false, the game now ONLY reads \"aaaPositions\" data to place guns at those positions. Specifying \"baseTransformNames\" and placing actual objects onto the model in Unity is no longer needed (but is still required when mounts are displayed, such as on aircraft turrets).

This means that any ship's AAA can now be fully edited via text files without requiring the re-import of modified model files.

Ships with "AAA0, AAA1 etc" GameObjects already in place on the model, will automatically have these deleted and fall back to use the aaaPositions data when spawning the ship. Likewise any names specified in \"baseTransformNames\" are simply ignored.

Example Tambor:

ORIGINAL
"aaaGuns":["AAA"],"aaaGunsData":["{\"displayMounts\":false,\"particleRef\":[\"gun_single\",\"gun_single\"],\"aaaPositions\":[{\"x\":0.0,\"y\":54.0,\"z\":157.0},{\"x\":0.0,\"y\":57.0,\"z\":54.0}],\"horizontalArcs\":[{\"x\":240,\"y\":120.0},{\"x\":30,\"y\":330.0}],\"verticalArcs\":[{\"x\":0.0,\"y\":-85.0},{\"x\":0.0,\"y\":-85.0}],\"baseTransformNames\":[\"AAA0\",\"AAA1\"],\"sizes\":[],\"rate\":[]}"]

REVISED
"aaaGuns":["AAA"],"aaaGunsData":["{\"displayMounts\":false,\"particleRef\":[\"gun_single\",\"gun_single\"],\"aaaPositions\":[{\"x\":0.0,\"y\":54.0,\"z\":157.0},{\"x\":0.0,\"y\":57.0,\"z\":54.0}],\"horizontalArcs\":[{\"x\":240,\"y\":120.0},{\"x\":30,\"y\":330.0}],\"verticalArcs\":[{\"x\":0.0,\"y\":-85.0},{\"x\":0.0,\"y\":-85.0}],\"baseTransformNames\":[],\"sizes\":[],\"rate\":[]}"]



GENERAL
War on the Sea.exe now supports the following command line argument;
-overrideFolder "MyFolderName"
When launched, War on the Sea will read the folder specified for override content (folder must be placed in StreamingAssets).

default/environment/Dawn_Overcast.txt corrected shadow intensity

kongo model re-exported to correct turret placement


PARTIAL DAMAGE CONTROL REPAIRS
Settings to enable partial repair of damage at sea added.

default/config.txt added 2 new variables to specify repair of subsystems and % integrity restored upon repair for [player,enemy];
- "repairIntegrityTo":[1.0,1.0]
- "repairKnockedOut":[true,true]

default/interface/styles.txt additional color added to DamageControlStatusIcons to highlight compartments of reduced maximum integrity.

Setting "repairKnockedOut":false causes subsystems to be permanently offline once knocked out at sea. Only repair option is to release/repair ship at port.

"repairIntegrityTo":[1.0,1.0] repairs 100% of the integrity loss for both sides, 0.5 = 50%, 0.25 = 25% etc.
Once repaired to less than 100%, compartment is highlighted in pale gray as a visual indicator of how many "lower integrity" compartments a ship has. Compartments can only be restored to 100% maximum integrity by release/repair ship at port. Subsequent hits/damage will further degrade maximum integrity.

"repairIntegrityTo" set to 0 will disable any repairing/restoration of integrity at sea and compartments will remain permanently "Yellow" highlighted.

Default values (for now) are as per current behaviour:
- "repairIntegrityTo":[1.0,1.0]
- "repairKnockedOut":[true,true]
We anticipate we'll drop "repairIntegrityTo" to 0.75 or 0.5 pending testing and further feedback. Once 1.08g3 is in beta, any assistance with testing the preservation of correct integrity values between battles and save/load games is appreciated.


CAMPAIGN
Strategic Map markers now shown/hidden when using the Map Labels filter
Time stamp set to fixed time at at creation of a map marker and no longer changes if map label is edited

Campaign sea_navigation_aid.txt files now read "waitAtWaypoint" and "untilHour" variables.
- If "waitAtWaypoint" is specified in sea_navigation_aid.txt, the "waitAtWaypoint" and "untilHour" values will override those in the original sea_missions.txt file.

Fixed a bug where "prohibitedWaypoints" specified in sea_navigation_aid.txt did not overwrite those in the original sea_mission.txt

default/campaign/campaignXXX/setup.txt added new variable "controlLocationAt":0.25
- control of Port/Airfield at a conflicted location changes hands if the losing side has less than 25% fighting strength of the winning side
- ground combat will then continue until one side is eliminated

default/campaign/campaignXXX/setup.txt increased engineering and fuel supply rate to 200 per week for both player and AI