War on the Sea
Steam News 16 September 20214y ago

Version 1.08f7h1 now in BETA

To opt into the beta: Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. Password to access the beta is: warontheseabeta Use the pulld…

Update log

Full War on the Sea update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

2 fixes10 additions5 changes1 removal
  • Compatibility
  • Gameplay
  • Fixes
  • UI and audio
  • Maps
changedTo opt into the beta:
addedRight click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
changedPassword to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download.
changedTOKYO 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.
changedVersion 1.08f7h1BETA 17 Sep 2021
fixedVersion 1.08f7h1AutoScouts 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

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 1.08f7h1

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,

Source

Steam News / 16 September 2021

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