Update log
Full War on the Sea update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Compatibility
- Balance
- Maps
- Fixes
This update (version 1.09) features a major re-working of campaigns. In particular, we've been working closely with the modding community to integrate their revisions of campaign logistics as well as expand the game to better support mods.
To that end, we'd like to extend our thanks the War on the Sea modding community for their continued passion and tireless work to further improve the game along with their ongoing contributions and discussions around this latest update. Many thanks to community members;
Yort
Chevayo
Apollo
Claustro
Iv
Key new features are:
Resource costs for rearming ships and replenishing aircraft
Replenishment at sea
Expanding number of ships allowed in a Task Force
Removing the limit of different 4 types of aircraft on ships or at airfields
To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released
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 pulldown to select the beta version.
It should then begin to download.
When you run the game the version number should read the version you selected.
Full changelog below.
Version 1.09
24 Nov 25 (Beta)
GENERAL
Shells no longer fall short when under time compression
Weather particle effects correctly cycle under normal and accelerated time compression (eg thunder/lightning)
Torpedoes are now destroyed (without exploding) when striking land
Setting speed slider to 0 stops ships completely
Enemy ships now detect and react to incoming torpedoes
Shell impacts now use correct deck height when determining if superstructure or hull hit
Removed the check for passive sonar in UnitSeaAI.AttackUnit to prevent ships without Active Sonar pinging
Active sonar no longer pings frequently under time compression
Small calibre fire striking aricraft generates random smoke trail colors
Impoved particle effect representing underwater layer
Shells striking a ship directly no longer create splashes
"hePenFactor":0.2 in mountData.txt passed to shells for use in armor penetration calculations, (rather than a fixed 0.2 value)
CAMPAIGN
Starting a new campaign displays campaign settings by default
Terrain tiles now correctly displayed on maps east of the prime meridian
Modified/corrected DEM data on tiles 2_9, 2_10
Enemy submarines no longer displayed on strategic map after loading a save game
Fixed a bug with auto-air patrols introduced in last update
Auto scouts rearm ammunition on landing at base
Improved ship navigation on strategic map so as to not get stuck in place
Ships now correctly check for aircraft they have in the air based on faction
Aircraft carriers now correctly apply cooldowns based on payload
campaign001/setup.txt corrected "enemyCarrierStrikeRange" to 480
Fixed a bug where ships possessing secondary guns and depth charges did not correctly display remaining depth charges on board
Fixed a bug where ammo for primary guns not using magazines was miscounted if # barrels > 1 (Kamogawa Maru is the only case)
Task groups now correctly use radar on the strategic map
Strategic map weather now displays cloud level/rain/storm in superscript next to Sea State value
Air cover for enemy task forces
campaignXXX/sea_missions.txt added "airCoverPriority":1 to various missions with capital ships and carriers
Enemy aircraft carriers now launch combat air patrols to scout around their task force
Support for larger task forces & aircraft types
campaignXXX/setup.txt added new variable "maxShipsInTaskForce":10 to enable custom campaigns with larger task forces
Added slider and adjusted Task Force panel to allow scrolling for more than 10 ships
campaignXXX/setup.txt added new variable "maxAircraftTypesToLaunch":4 to enable custom campaigns
Source
