About the Game
The Japanese Empire expands throughout the Pacific where Allied forces attempt to halt its spread. A desperate struggle for control of the Solomon Islands is now underway.
How will you protect your transports as they deliver troops and supplies in the South Pacific? Will you deploy precious aircraft carriers to provide air cover? Do you screen the area with submarines? Or attempt to lure the enemy navy into a decisive surface engagement?
Major Features:
- Real time naval combat
- Theatrical external-view game play
- Play as Allied Forces or Imperial Japan
- Over 50 classes of playable ships
- Dynamic campaign
- Tactical control of aircraft (not a flight simulator)
- Fight fires, counter flood compartments and repair ships
- Sink ships using realistic buoyancy physics
- Historical missions based on actual naval engagements
Screenshots
14 imagesVersion Information
Steam Patch Notes
Official update history
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/
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
For full details on this update, see below:
https://steamcommunity.com/games/1280780/announcements/detail/3055122329837326939
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE.
Version 1.08f9h1
1 Oct 2021 (Beta)
Placing multiple way points on mini map fixed (bug introduced 1.08f9)
"refundPostRepair:true" correctly refunds multiple merchant ship command point values
Further Searchlights Improvements
Searchlights no longer track sinking ships
Ships using searchlights or illuminated by star shells or searchlights have "illumination bonus" to being spotted and solution calculations applied against them;
- spotted bonus is +20%
- solution calculation bonus is config.txt "tmaIlluminationBonus":0.2
config.txt increased "searchlightDistance":6000 distance in metres at which searchlights are used and provide the illumination bonus
- all ships automatically turn off searchlights if target is beyond config.txt "searchlightDistance":6000 so as not to incurr this illumination penalty for no reason
default/language/english/dictionary/message_log.txt modified AllUseSearchlight to clarify range usage of searchlights
AI retreating ships turn off searchlights
A ship illuminated by star shells, searchlights or using its own searchlights is considered "illuminated" and will not have additional star shells fired at it by AI ships or when using Fire At Will mode
Version 1.08f9
29 Sep 2021 (Beta)
GENERAL
Searchlights Added
At night, searchlights will point at the target of a unit and provide additional illumination bonus to solution if the target is within the specified distance.
Orders panel added toggle to enable/disable searchlight use by selected units (on by default)
- available only at night and for ships with searchlights specified in ship_model.txt
- default/interface/styles.txt modified CombatTogglesBase and CombatTogglesActive to add searchlight toggle references
- default/interface/images/ui added searchlight.png and searchlightActive.png
- default/language/english/dictionary/general.txt added "SearchlightToggle=Searchlights"
config.txt added searchlight variables;
- "enableSearchlights":true to enable/disable use of searchlights
- "searchlightTint":{"r":230,"g":230,"b":255,"a":204} sets color/transparency of light beams
- "searchlightNumber":2 defines the number of searchlights a ship will aim at target
- "searchlightDistance":5000 distance in metres at which searchlights provide an illumination bonus (bonus = 0.5 x config.txt "tmaIlluminationBonus":0.2)
All default/unit/sea/ship_model.txt files;
- added "searchlightPositions" parameters to specify positions of searchlights
- added "searchlightQuadrants" to specify quadrants searchlights use
- With ship in the middle heading up, quadrants are:
4
0 ^ 2
1 | 3
5
4 looks in 2 fore quadrants 0, 2 (used to specify lights at the front of a ship)
5 looks in 2 aft quadrants 1, 3 (used to specify lights at the rear of a ship)
AutoGunnery (on player ships) will select the target if there is not a current target selected (or if the ship is not currently under direct player control)
All Drop button now correctly works with aerial depth charges
- language/english/dictionary/message_log.txt added DropAllDepthCharge valriable
Fixed a bug where AI way points were not correctly assigned during retreat actions
CAMPAIGN
Retreating AI Task Forces should no longer get stuck on the strategic map
Fixed a bug where taking over a location could fail resulting in duplication of cargo that was unloaded
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.
TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE.
Version 1.08f7h1
BETA 17 Sep 2021
AutoScouts re-launching at dawn now correctly counted to prevent duplication
Fixed a bug where Sea Units from existing save games could not plot new courses
KNOWN ISSUE: aircraft groups in existing campaign saves were automatically assigned to escort the first player object found in version 1.08f7
Fixed Escort scrollbar style/width
default/unit/sea/mountData.txt added Merchant variants of gun mounts with slower firing rates
- added "mountID":"5in38Mark12_MS"
- added "mountID":"12.7cm40Type89_MS"
default/unit/sea/
- c3_cargo_model.txt assigned guns to "5in38Mark12_MS"
- kamogawa_maru_model.txt assigned guns to "12.7cm40Type89_MS"
- nippon_maru_model.txt adssigned guns to "12.7cm40Type89_MS"
language/english/dictionary/weapons/txt added entries for;
- 5in38Mark12_MS
- 12.7cm40Type89_MS
Version 1.08f7
BETA 17 Sep 2021
COMBAT
On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths
When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so
- default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable
NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths
CAMPAIGN
Automated Scouting Improvements
config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads
AutoScouting available from airfields
AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours
AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours
At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player
Repeat Course
Repeat Course toggle added to Sea and Air groups
- any plotted course will be repeated upon reaching last position
- repeated course highlighted in bright yellow
- ships "repeating" a course return to the first waypoint upon reaching the last
- aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours
interface/styles.txt added variable for CampaignMapRepeatPathColor
default/language/english/dictionary/campaign_message.txt added messages:
- NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between
- NotEnoughWaypointsAir - at least 1 waypoint required for Air group to transit to and from via home base
- FirstLastTooFar - cannot repeat due to no valid path found from last waypoint back to first
Course line turns black when over an invalid course position, no input accepted to prevent setting courses with "broken legs"
default/interface/styles.txt added reference for RepeatPath button
interface/images/ui/repeatPath.png sprite added
Air Escorts / Patrols
Air Group panel added "Escort / Patrol Over" dropdown to choose a friendly air or sea group to fly with/over
- selecting a friendly group to escort/patrol over clears all other navigation data
- plotting any course or setting AutoScout waypoints defaults Escort / Patrol Above to "None"
- default/language/english/dictionary/general.txt CMobileAirHeaders added new header for "Escort / Patrol Above"
- default/language/english/dictionary/general.txt added escortNobody reference
[Note: It is possible to set a slower group to escort a faster group; not recommended as they will not catch the faster group. E.g. setting bombers to escort fighters]
Improved Selection Of Map Objects
Added new cycle through buttons for;
- individual group type (key 1), for example, Scout, Carrier, Submarine etc.
- friendly locations (key 2)
interface/styles.txt added;
- CampaignMobileFilters
- CampaignMobileFilterColors
- GoToGroup
default/interface added "NextFilteredMobile" to keybindsNUMPAD.txt and keybindsWASD.txt
default/interface added "NextFriendlyLocation" to keybindsNUMPAD.txt and keybindsWASD.txt
default/language/english/dictionary/general.txt added "NextFilteredMobile"
default/language/english/dictionary/general.txt added "NextFriendlyLocation"
Sea and Air Groups added "Go To" button in header to move map to location of group and zoom in on it.
- default/interface/styles.txt added reference for "GoToGroup" button
Campaign sea missions with "terminateIfUnsafe":true for "requiresSafeLocations" will no longer be generated if a specified location is unsafe
campaign/setup.txt added new variable "removeAirOnTakeOver":false
- upon takeover of location all aircraft are destroyed and replenished as per setup.txt "replenishLimitAircraft" and "replenishDailyAircraft" settings
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 1.08f4 Change Log
BETA 27 Aug 2021
GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units
CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)
config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)
Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time
Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI
Campaign seaMissions.txt;
added variable "delayAIDays":[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
Version 1.08f3 Change Log
20 Aug 2021 (BETA)
GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files
default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg
Submarine, merchant and oiler compartment volumes scaled down to make them less resilient
Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.
Weapons panel should now support up to 10 weapon mounts (untested)
Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts
Periscope no longer provides visual detection if submarine is too deep.
Asset Bundles of the same name can exist in both override and default folders and game will load override version first
Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction
default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance
default/language/english/missions/training.txt corrected all line break characters
CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR
default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship
default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level
default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue
Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules
default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue
default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings
Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources
Shifted Air Group panel buttons
Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer
campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign
Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"
default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read this latest version.
Version 1.08f2
11 Aug 2021 (BETA)
Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode
Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]
config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.
Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg
Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer
default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model
CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair
Campaigns saved during combat now correctly reload back into that same combat engagement
Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists
For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class
default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned
Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read this latest version.
Version 1.08f
5 Aug 2021 (BETA)
GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse
Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m
BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val
config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor
All default/ammunition/.txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb
All default/ammunition/.txt files added new variable: "weight" to specify the weight in kg of each bomb
Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs
Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull
Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor
Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range
CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read this latest version.
Version 1.08e9
27 Jul 2021 (BETA)
GENERAL
brooklyn, pensacola _model.txt corrected directors
cleveland, baltimore secondary rotations corrected
shokaku_data.txt corrected TDS values
Added support for armor piercing bombs and re-balanced bomb damage
See this thread for ongoing discussion about bomb armor penetration:
https://steamcommunity.com/app/1280780/discussions/0/3053988173733013755/
Ammunition text files added new variable: mmArmorPen - armor in mm that a bomb can penetrate
Ammuntion txt files for all bombs edited damageAmount and mmArmorPen values as below:
Damage mm Armor Pen.
bomb_ij_60kg 300 25
bomb_ij_250kg 1030 35
bomb_ij_250kg_ap 600 50
bomb_ij_500kg 614 80
bomb_ij_800kg 3820 70
bomb_ij_800kg_ap 357 150
bomb_ij_1600kg_ap 720 300
bomb_us_100lb 230 20
bomb_us_250lb 560 30
bomb_us_500lb 660 76
bomb_us_1000lb 1370 95
bomb_us_1000lb_ap 230 127
bomb_us_1600lb_ap 950 152
bomb_us_2000lb 4810 80aircraft _data txt files and default/language/english/unit/air files edited to use AP bombs as default
avenger
dauntless
devastator
b17
kate
val
betty
All aircraft_data.txt files added new variable "defaultFlightNumber":4
- Scouts use 1, all other aircraft use 4
Ship primary guns, secondary guns and directors rotations offset on being destroyed
Fixed dive bomber locked in Level Out maneuver due to low FPS
Improved aircraft performance under low FPS, strafing, rockets, dive bombing
CAMPAIGN
Aircraft should no longer spawn under terrain
Air group panel now displays the number of aircraft still carrying a payload
default/language/english/dictionary/CMobileAirHeaders addeded "Available" to indicate aircraft within the group that have payloads
Version 1.08e8h1
9 Jul 2021 (BETA)
Fixed global player detected flag between campaign engagements which was not getting reset
Corrected kongo_dmg color channels
Added additional check to assist dive bombers level out under low FPS
Player and AI Task Forces no longer "jump/teleport" between waypoints
To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read this latest version.
Version 1.08e8
9 Jul 2021 (BETA)
Single Battles now correctly end if Save/Load was used during them
Corrected Radar and Sonar icon displays and also sync properly with toggles in Orders panel
Black bloomers for US cruisers and battleships
Corrected new_orleans, cleveland and brooklyn turret models
Current Release
Build v1.08
Uploaded Oct 26, 2024
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System Requirements
How to Install
WarOnTheSea.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload War on the Sea for PC with a direct link or via torrent. Get the full version of War on the Sea for free. War on the Sea is a Simulation released by Killerfish Games.