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.
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)
"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.
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)
"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
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
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
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
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
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\":[]}"]
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).
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