Without A Roof (W.A.R.) cover
Without A Roof (W.A.R.) screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Without A Roof (W.A.R.)

v0.128a - Hotfix Update and BugFixes

- FIXED - Fixed Spawners in Generated World for the following items
- Shit Piles
- Spawn Points
- Watch Towers

- ADDED - Watch Tower Spawners for Generated and Static Worlds

- FIXED - Re-Generated Apocolyptica Vegetation because of Road and Bridge Changes
- FIXED - Bridge Positions for Apocolyptica
- FIXED - Road's for Apocolyptica
- FIXED - Crafting Bug Preventing Crafting
- FIXED - Some Generated Rocks and Objects were missing Colliders
- FIXED - Installed New CTS Shaders for Terrain Improvements Coming
- FIXED - Removed Warning Messages for Internal API's

Nov 15, 2020 - v0.128 - Generated Worlds have Arrived!

We our proud to announce our newest addition to W.A.R - Map Generation!


The Following update will allow players to Host games, and select the type of world they would like to Generate.

Currently there are three types of Worlds that can be Generated, With more planned to come!

Forest Island
Arctic Islands
Badland Island

Each has its own Vegetation, Look and Feel!

This is the preliminary update and framework to allowing more robust and Randomized worlds for the future.

As Always the Original Map : Apocolyptica with our Huge Generated City, and our First Forest Island MetaVille Are Available.



There will not be a major change log included in this update announcement as the entirety of the development was spent on creating and implementing the new world framework. There are far to many steps to document in this process.

Please Reach out to us in Discord for Feedback and Suggestions!

Thank you for all your support!

As always, Stay Safe!

Oct 20, 2020 - v0.127 -New Worlds, HUGE Graphics Overhaul & Network Optimization

Oct 12, 2020 - v0.127 - Graphics Overhaul & Network Optimization

- ADDED - World Selection
- ADDED - New World - MetaVille
**This is a Generated World as a Test bed for upcoming things. This world does not spawn a city.**
- ADDED - Worldmanager has been expanded to be capable of loading multiple different worlds. This is so we can maintain what we currently have, but create a new world for WAR.
- ADDED - "setdaylengths" debug command added to set day length by seconds (For ultra fast Day Cycles for testing)
- ADDED - Disable/Enable Ocean Console Commands (Admin only)
- ADDED - Disable/Enable River Commands (Admin only)
- ADDED - world selection combo box added to server creation menus
- ADDED - get time console command programmed for network and to send into chat
- ADDED - Screen Resolution Selection in the Options Menu.
- ADDED - World Index Selection and Networking


- FIXED - Resources not spawning on new worlds
- FIXED - bow and arrow dosn’t seem to shoot
- FIXED - Flare gun not working --- "Trying to Use Unknown Item:FireworkFlare"
- FIXED - NailBat Textures Not Reflecting light / Too Dark
- FIXED - M24 Textures Not reflecting light/Too Dark
- FIXED - TheDuke Textures Not Reflecting Light/Too Dark
- FIXED - Pickaxe/Hatchet Not Reflecting Light/Too Dark
- FIXED - WARWorldTerrain2019 - World terrain slices have been renamed for new standards
- FIXED - printtoconsole now does date time stamp
- FIXED - F8 Button was Toggle UI Camera and was legacy, This has been disabled - was causing lagging issues when activated
- FIXED - Water Shader has been replaced and reworked.
- FIXED - Height Override for Vehicle Hide/Show Distance Fixed
- FIXED - SAP Flashlight not working
- FIXED - SAP shooting sound does not work
- FIXED - STORAGE HUD SHOWS 0 FOR QTY FOR NONE ITEM
- FIXED - set a script to turn on bullet trails on bullets only after say 1 second, - can see bullet trail immediately upon firing
- FIXED - Storage and Forge's did not accurately store and use ammotype and thus would have been erased
- FIXED - MobileHome2 textures missing
- FIXED - Mouse house Roof Texture to shiney
- FIXED - Russ house Roof Texture to shiney
- FIXED - QuickStop Desk Props to Large
- FIXED - DoughnutShopServer Layer Y Axis Fixed
- FIXED - Drug Store Sets and Objects Through walls fixed and aligned
- FIXED - Disable/Enable Vegetation has been revisited and fixed
- FIXED - Couch in LScraper Lobby Sets was floating
- FIXED - All New Vegetation Components and NetworkManager Associations
- FIXED - Object Distance Scripts not Disabling Far Shadows Properly
- FIXED - Revised All Item Lists to new format
- FIXED - MAKE P KEY, PRINT TO CONSOLE INSTEAD OF CHANGE HUD TEXT
- FIXED - unable to get/use item GreenShirt
- FIXED - World Reflection Probes have been updated
- FIXED - Combed through all asset bundles to reduce memory usage
- FIXED - All new Vegetation items updated in all spawners
- FIXED - Vegetation items integrated into bundle packs
- FIXED - Network Inventory Update Commands Revised with new standards
- FIXED - Network Hotbar Update Commands Revised with new standards
- FIXED - Network Forge and Equipment Commands Revised with new standards
- FIXED - TwoByFour Materials
- FIXED - TwoByFour45 Materials
- FIXED - WoodFence Materials
- FIXED - Swat Helmet Materials
- FIXED - Swat Pants Materials
- FIXED - WeatherBox Materials
- FIXED - Sombrero Textures Fixed
- FIXED - Renamed 9mmAmmo, 556Ammo, 45-70Ammo, 762Ammo, 2x4, 2x4-45 To non Numerical beginning variables for network optimizations
- FIXED - Replaced Entire String based item system with enum/ulong system for network performance
- FIXED - Complete Network Component Overhaul, Removing Unet Components
- FIXED - Moving Items to Forge would result in duplication of the forge target location item resulting in odd problems including : Adding/Removing Weapons from forge, was not programmed for Weapon AmmoTypes - Would have deleted loaded ammo
- FIXED - BaclonyBuilding OfficeDesks Scale Fixed
- FIXED - AudioSources will now disable/enable with visibility function
- FIXED - Depreciated Scripts Removed From GroundRuin Objects
- FIXED - Vegetation Has been completely redone with HDRP.
- FIXED - HDRP Diffusion Profiles Fixed
- FIXED - Maximum number of shader Keywords Issues Fixed,
- FIXED - Volumetric HDRP Fog Fixed and Adjusted
- FIXED - God Rays Re-done and tested with Volumetric Fog
- FIXED - Farm Biome Re-visited and reworked
- FIXED - Tundra Biome Re-visited and reworked
- FIXED - Time of Day and Celestial bodies have been reworked for HDRP
- FIXED - Time of Day Animations and Functions have been completely re-written to accommodate HDRP Lighting
- FIXED - Time of Day Year Field has been set protected
- FIXED - Vegetation Diffusion Profiles have been fixed.

- REMOVED - Watch Tower from Town Perimeter


For Reference here are some images of the old version, followed by images of the new version to show the contrast of this update and the massive Graphics changes.

----OLD VERSION ----







----NEW VERSION ----







May 1, 2020 - v0.126 - Major AI Update! In-City Zombies, Wild Life

May 1, 2020 - v0.126 - In-City Zombies, WildLife and AI

This is a very long awaited Update to W.A.R Let us explain why...
Because W.A.R Generates a City on the fly for new servers. When dealing with AI or Moving NPC Characters, there must be some sort of PathFinding or Navigation for a AI/NPC. Therefore because the environment is always different from server to server, The AI/NPC Navigation Generation Must be done after the Environment is Generated.

In Otherwords, We cannot Pre-Bake, Or Pre-Make this type of navigation. This results in a lengthy process when hosting Servers that utilize AI. It also required a Large Amount of RAM 8-12GB

That is the prime reason why In-City AI/NPC Navigation was not incorporated until Now!.

We have included some images of Generated Navigation in this update. In the Screenshots the Light Blue area is the "Walkable" area for an AI.

Developer AI Generation Images :






Since W.A.R Also has 30 Story Enter-able SkySrapers... We did not want to limit the ability for AI or enter or get to the 30th floor of a sky scraper...

So you can see from some of the Navigation Images the Multi-Floor Generation and Stairs Connecting them, to allow AI/NPC to walk around and enter buildings properly.


- ADDED - IN-CITY Zombie/Wild-Life Spawning Pathfinding and AI
- ADDED - 'maxzombies' Console Command ADDED
- ADDED - 'maxzombiesperplayer' Console Command ADDED
- ADDED - Warning Menu Popup when hosting a game.
- ADDED - Enable/Disable Wildlife Options
- ADDED - Over 200 Additional Lines of Debug Output for Call Stacks, so we can trace errors better
- ADDED - Settings and Exit buttons Added to Main Menu

*** FUTURE *** We Plan on taking some time to replace old networking code and update the networking framework for WAR with the next coming update.
*** FUTURE *** We Plan on working out some of the ongoing bugs with AI and networking and adding a couple more different types of wildlife, I.E Bears, Rabbit

*** INFO *** 70+ Standalone Builds were Built and Tested in production of this update.
*** INFO *** Approx Update Size 980.9 MB

- MAJOR - AI Pathfinding and In-City Spawning Completed. ** Please Read NOTES above **
Fix- AI NavMesh Generating not Generating all parts and pieces, Improper Angles and Improper Obstacle Avoidance.
Fix- NavArea Object Tracking System has been Completely Rebuilt
Fix- NavigationBuilding Hidden Static Singleton Errors Fixed (This would result in Duplicated and different NavMesh Generation Processes occurring)
Fix- Improper Terrain Spawn Timing for Dedicated Server, Resulting in Improper Navmesh Generation and weaving of City Objects
Fix- City Objects Not Weaving with Main NavMesh for AI Pathfinding.
** NOTE ** Benchmarks suggest at least 18GB of Usable Memory (24 Total System Memory) when Hosting a Server with AI and Generating City.
** NOTE ** When only spawning the City and AI/Zombies/Wildlife is Disabled 8GB Memory is Sufficient.
** NOTE ** Disabling AI and City Generation results in Required memory of only 4GB. (Textures and Programming)

- NavMesh Obstacle Added / Verified / Set Carve, on all Props, Objects, City Structures and Models Including but not Limited too...
- ModularScraper Floor and Lobby
- Roundscraper Floor and Lobby
- LScraper Floor and Lobby
- OverlookScraper Floor and Lobby
- FuelTankWrecked
- OldFlatBedTruck
- OldOilTruck
- OldWaterTrailer
- PoliceCar
- RustBucketCrashed
- RustyCar
- RustyTruck
- TankerTruckWrecked
- UtilityTruckWrecked
- WreckedAirtug
- Build System Objects
- Intersection Sets
- GroundRuins01
- GroundRuins02
- GroundRuins03
- IndianMarket and Sets
- BalconyBuildingSets
- BankSets
- BennysPostOfficeSets
- CornerShopsSets
- DoghnutShopsSets
- DowntownHospitalSets
- DowntownRipperBuildingSets
- DrugStoreSets
- GasStationSets
- LubedUpSets
- NineElevenGasSets
- OrangeCountyApartmentSets
- PoliceStationSets
- PublicStorageSet
- QuickStopSets
- SipNShitSets
- SlamsSuperMarketSets
- SplitWareHouseSets
- SucculentTastyDogsSets
- TurnerHouseSets
- UrbanHomeASets
- UrbanHomeBSets
- 2x4
- 2x4-45
- Bedroll
- BuildersBox
- Ceiling
- ChemLab
- CPULock
- Door
- DoorFrame
- FirePlace
- FlowerPot
- Forge/FirePlace
- Foundation
- FoundationSlope
- Generator
- Growlight
- HalfWall
- Ladder
- LargeStorageBox
- Plywood
- SmallStorageBox
- Stair
- Support
- Table
- TriangleFoundation
- Wall
- WallTorch
- WeatherBox
- Window
- WoodFence
... and Probably More, but that’s what was on our internal list -_-



- FIXED - Host Game UI has been revised, Options moved, and LoadGame and NewGame Screens Combined
- FIXED - "Everyones an Admin" Mode's Name has been changed to "Creative Mode"
- FIXED - fixed auto load in and disableondeath scripts being null
- FIXED - fixed save load error with OrangeCountyCondos Sets
- FIXED - fixed erros with wildpepermint having multiple object save scripts, and multiple network objects attacheted to its nested objects
- FIXED - fixed error with save system and AIPlayerDamage class
- FIXED - 'allplayers' commands have additional information, connect and disconnect times of players
- FIXED - Load Game Null reference errors Resolved, Objects from Third Party Network Sync Scripts, new Player Timers
- FIXED - Save Game Null Reference Errors Resolved for new objects.
- FIXED - Save Game Stack Overflow errors resolved when saving Zombie List Network Connection Information via player lists.
- FIXED - NetworkAnimators on AI and Wildlife would cause massive CPU Lag. Unity Networking Was Replaced to resolve this...
- FIXED - Host Game UI Panel Options Re-arranged
- FIXED - Wording / Logic of IgnoreBuildingRequirments and IgnoreCraftingRequirments -- These Options are now "BuildingRequirments" and "CraftingRequirements"
- FIXED - Growlights Emitting Burning Sound
- FIXED - Generator burning sound regardless of on/off
- FIXED - Generator UI Shows, Wood Icon as fuel, Removed icon
- FIXED - Storage UI and Inventory UI Quantity Number font sizes did not match. All Inventory HUD Button Parameters Matching, Verified
- FIXED - GrowingSeed Objects added to Spawnable Network Object Lists
- FIXED - Removed GrowingLight Debug Messages
- FIXED - Plant GrowthStage Handler Materials/Mesh's on Specific Plants were Null Due to Architected, Fixed and Updated Logic
- FIXED - Bow and Arrow Sounds Improved
- FIXED - Zombies/Wildlife Spawning when player disconnected. Resulting in Server Lag / Performance issues.
- FIXED - Fixed Crafting Window Size (Bottom items not showing)
- FIXED - Action Display Text Bug Fixed
- FIXED - Crafting Generator Icon Corrected
- FIXED - Cowboy Hat crafting Text had a newline in it resulting in tiny text
- FIXED - Remove ArrowBullet Trails, and Whizzing sound
- FIXED - FlowerPot Surfing - while placing flower pot the player collides with it
- FIXED - Removed OnTrigger Messages for grow Lights
- FIXED - Enlarged Particle Systems on Forge/FirePlace
- FIXED - Growlight Sound Playing even when not on
- FIXED - Wood Fence and Other Buildable Objects have been tested for Realtime NavMeshObsticals
- FIXED - Buildable Distance has been doubled to allow easier use of placing objects.
- FIXED - Zombie/WildLife Network Animations would not sync/work. This system has been replaced and is now working. More to come.
- FIXED - Stone Hatchet Inventory Sprites Updated
- FIXED - When firing Bow/Arrow, Animation bools were auto settings and causing aiming issues.
- FIXED - Arrow Crafting Icon was incorrect
- FIXED - SipNShitSetD - Bar Stool Scale Adjusted
- FIXED - ModularScraperFloorSetC-FoldingTable Scale Adjusted
- FIXED - DoughnutShop-FoldingTable Scale Adjusted
- FIXED - HeavyMetal Boulder Old Sync Scripts Removed
- FIXED - SandStone Boulder Old Sync Scripts Removed
- FIXED - SipNShit - Old Sync Scripts Removed
- FIXED - Slams Supermarket - Old Sync Scripts Removed
- FIXED - NineElevenGas - Old Sync Scripts Removed
- FIXED - CornerShops - Old Sync Scripts Removed
- FIXED - Added "Building Navmesh Information" and Other output to loading screens
- FIXED - Wolf AI not taking damage or dying
- FIXED - ModernBuildingSetC Single Chair was Too Large
- FIXED - Wolf AI Models Resized
- FIXED - Zombie and Wildlife Spawning Systems Separated, for more control over each group.
- FIXED - Refactored 'showfps' command, no longer requires value of true/false (Ex. 'showfps' will now toggle, instead of old way 'showfps '
- FIXED - MobileHome2 WoodStack Spawners location was incorrect/floating
- FIXED - "Poppie" item spawning in Storage Objects was incorrect, resulting in blank icons
- FIXED - Thousands of Orphans Objects Cleaned up on Client Instances when connecting to a server (NOS Objects)
- FIXED - Additional Shadows Disabled on internal or culled items, Elevators Props, Chairs, Some foliage.
- FIXED - New Zombie Models Causing Errors while trying to disable Body parts.
- FIXED - Wild Plants would not provide seeds
- FIXED - AI, Zombies/Wildlife would not spawn on player rejoin
- FIXED - Public Houses and Public Storage had spawner options improperly set (DestroyOnComplete)
- FIXED - SuperMarket Spawner options improperly set (DestroyOnComplete/Continuous Spawner)
- FIXED - ModernBuilding Spawner options improperly set (DestroyOnComplete/ Continuous Spawner)
- FIXED - OldDiner Spawner options improperly set (DestroyOnComplete/ Continuous Spawner)

March 7, 2020 - v0.125 -Indoor Growing, Growlights, Generators, Electricity, Bow

As always we roll out another big update with more content! We are happy to release a unique feature of indoor growing!
Keep your crops safe from strangers and bask in your very own weed Garden!

Please Join us in Discord! We are always accepting Feedback, and suggestions!

- ADDED - Generator - A Gas Powered Generator, for electricity and Growlights! More Electrical Items to come! Suggestions always Welcome!
- Generator Inventory Icons
- Added Generator To Crafting
- Added Generator to Build System
- Generator Sounds
- Generator Animations while running
* Generators Require Gas, and once running, any thing within the Generators Range will automatically be powered! - No Wires Required! Wi-Fi Electricity!


- ADDED - FlowerPot - A FlowerPot, for growing any where you want! Placeable almost anywhere!
- Inventory Icons
- Added to Crafting
- Added to BuildSystem
- Logic for Single Use only (Cannot Plant multiple plants in one FlowerPot)

- ADDED - GrowLight - A LED Growlight for growing Plants Indoors!
- Inventory Icons
- Added To Crafting
- Added to Build System
- Light Logic for GrowingPlants
- Growlight Placing Materials and Mesh's
- Growlight Sounds
- Growing Plant Logic. Plants Require an Un-Obstructed View directly above it toward the sky to determine if the Plant is Inside or Outside.
- Outside plants will grow without artificial light
- Indoor Plants Require to be within range of Growlights

- ADDED - Bow and Arrow!
- Arrow Ballistics for Bow/Arrow are now working!
- Bow Animations for Reloading and Firing Weapon
- Bow Trajectory Alignment has been dialed in.
- Sound Effects

- ADDED - Electricity Icon Indicator
- Just like Build Privilege Icon, The Electricity Icon will be Displayed when you are within range of a running Generator!



- FIXED - Fixed a Terrible bug while placing build system items. Bug due to Array Indexing Error When determining Quantity of Item in Inventory
- FIXED - Fixed numerous Bugs with Growing Plant Server Count and Cycling



- FIXED - Removed Multiple Debug Logs and Messages for optimization
- FIXED - Storage/Forge UI Quantity Text was inconsistent with inventory, this has been corrected
- FIXED - Chemlab and Generator will now Enable/Disable "Requirement" icons for less user confusion
- FIXED - Fixed Crafting Window Size

Feb 23, 2020 - v0.124 - Farming! Terrain Improvements! Bug fixes and more!


- ADDED - Farming has been added to W.A.R, this system will be expanded in the future with for features and timing,
For now farming Can be done by Planting seeds on the terrain and waiting for the crop to grow before harvesting.
All Wild Crops have been added to farming so players may Farm required materials

The Following Crops have been Added to the Farming System:
- Pumpkins
- Hemp / Weed
- Peppermint
- GingerRoots
- GinsengRoots
- Mushrooms
- Cotton
- Poppys

**All Crops grow within 60-120 REAL MINUTES, I.E 1-2 in Game days (inGame Days based on default of 1 inGame Day = 60 Real Minutes)**
*** Farming Harvest time will be re adjusted as needed ***
**** Crops are pickable Once Matured... ****

- ADDED - Stone Hatchet
- ADDED - Stone Hatchet has been added to crafting as well as Inventory Sprites Created
- ADDED - New Buildable Fence Object added to Crafting and Build System.
- ADDED - Harvesting Wild or Farmed Crops/Plants give Seeds for Farming now.
- ADDED - Planting Particle System/Dirt System
- ADDED - Pumpkin Item
- ADDED - Pumpkin Inventory Sprites
- ADDED - Pumpkins are Eatable and Reduce hunger

- ADDED - 'status' command on dedicated system now outputs :
- Number of Forges
- Number of ChemLabs
- Number of GrowingPlants
**that are being handled by the server.**

- ADDED - Ping / Latency time has been added to server listings

- ADDED - Fetching Server Animation / Indicator

- ADDED - Farm Biome has been added and placed in a couple test sections of the terrain
- New Farm Biome Includes:
-Different Vegetation,
-Hay Barrels,
-Hay Stands

- FIXED - Weed world model was oversized, this has been corrected
- FIXED - Bug preventing WildPlantCotton from Randomly spawning in the world
- FIXED - GrowingPlants / Crops Random Rotation
- FIXED - Elevator Buttons have been enlarged and position re-distributed for easier use.
- FIXED - While Placing Objects (Foundation, Walls, TriangleFoundation), Players were able to brush aside zombies or move them,
Placeable items no longer stop zombies, untill placed in the world.

- FIXED - Bug found and corrected with savesystem ObjectIdentifiyer on Objects:
-WildPlantCotton
-WildPlantPumpkin
-WildPlantHempPlant
-WildPlantGinsengRoots
-WildPlantGingerRoots
-WildPlantMushrooms
-WildPlantPoppy

-UPDATED- 2x4 Model has been Updated to a much better looking Model
-UPDATED- 2x4-45 Model has been Updated to a much better looking Model
-UPDATED- 2x4 and 2x4-45 Inventory Sprites have been updated to reflect changes.
-UPDATED- Sun Model has been modified and updated to modern looking animation and graphics.

- ADDED - Bow And arrow has been added but is not fully functional yet.
*** NOTE *** The bow and arrow are now 100% complete while we work out some issues with firing and animations.

Feb 7, 2020 - v0.123 - Bug Fixes, Dedicated Server updates and More


- FIXED - Spelling Issues and typos fixed in some descriptions.
- FIXED - Loading Screen Side Trim Fixed
- FIXED - Fern and Other Vegetation LOD's Removed for better instancing and performance.
- FIXED - Added additional logic to remove shadows being rendered to far away.
- FIXED - Vegetation System Update for additional Biome Support

Feb 3rd, 2020 - v0.122 – Additional Performance Increases

We've successfully tracked down a few core issues regarding low frame rate issues from our release!



We invite everyone to join our public servers or host your own!

Join us in Discord! https://discordapp.com/invite/69naDNh

Jan 30, 2020 - v0.121 – FPS/Performance Increase, Vegetation & Save System Bugs

- FIXED - There was a problem with the vegetation system, causing large frame drop that’s was not identified until after the launch.
-This Update changed a lot of vegetation and rendering settings however, There should be a Significant increase of FPS depending on hardware.
-This brings WAR's Performance to where it was before.
-Thank you to ne0n and Bilbo Laggin in Discord for their continued support and testing.


- FIXED - Bug with mobilehome4 sets not loading from saved game
- FIXED - Bug with overlookscraperlobby not loading from saved game
- FIXED - ModernbuildingSet's 4A and 4D
- FIXED - cash register loading incorrect prefab on saved game
- FIXED - Bug with doughnut shop sets not loading from saved game
- FIXED - Bug with mobilehome2 sets not loading from saved game

- FIXED - Saving issue for prefabs with:
-Succulent tasty dogs building
-Slams Supermarket building
-Doughnut shop

Jan 23, 2020 - v0.0120 – Official Release and Open Beta! - Continued Bug Fixes!

We are proud to announce Without A Roof’s Official release to the public and the steam store!
As always we plan on continued development and hope to see new people join discord to provide feedback and insight into the many possibility’s for W.A.R
Thank you for all your support and Enjoy!

- ADDED - Added UI Options for most of the options in the serverconfig.ini file. Options are now on host game panel for :
- Ignore Building Requirements ( Ignores Upgrading Requirements as well)
- Ignore Crafting Requirements
- Every Ones an Admin
- Enable Zombies
- Night Time Multiplayer
- Day Length (In Minutes)
- Item Spawn Chance
- List Server Publicly
- Spawn With Clothing
- Disable Stat Diminishing
- No City
- Confine To City

This makes Hosting a game and its options more user friendly

- FIXED - Water will slowly damage a player
- FIXED - An error when creating the object being dropped by zombie would result in the wrong object loaded, this effected picking up randomly dropped items
- FIXED - Getting Methadone Tablet and Meal from the Shelter, The Timers were incorrect
- FIXED - F1 Help Menu un-aligned on dedicated servers
- FIXED - Jump And Footstep sounds
- FIXED - Chat Overlay Hue
- FIXED - Ocean Level and Water Damage