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Improved Campaign Logistics (Beta)

War on the Sea · Community Announcements · November 24, 2025

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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;

Key new features are:

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.

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 with more aircraft types on ships or at bases

Added arrow buttons to navigate through more than 3 aircraft types when launching them

interface/styles.txt added reference for NextPrevAircraft buttons

Expandable summary panels

campaignXXX/setup.txt added new variables to set the height of panels on Campaign Summary Page to enable scrolling and support for more content

"objectivePanelHeight":0

"rulesPanelHeight":1000

"mapKeyPanelHeight":0

(default value = 0 making panels unscrollable, for modding reference viewable window height = 560)

Campaign summary panel, Map Key replaced cloud textures with sprites to enable scrolling

CAMPAIGN LOGISTICS

Resources now used to resupply ships and replenish aircraft

Addition of new logistics and resupply mechanics

In campaignXXX/setup.txt:

Ports can now have resources deducted when resupplying ships:

"usePortResourcesToResupplyAmmo":true

"usePortResourcesToResupplyShipAircraft":true

Ports can now have resources deducted when replenishing airfield aircraft:

"usePortResourcesToResupplyAirfields":true

campaignXXX/seaUnits.txt added new variable for each ship type "resourceCost":\[0,4,0,4]

These resources are required to resupply the ammunition of a ship when "usePortResourcesToResupplyAmmo" = true

campaignXXX/seaUnits.txt added new variable for each aircraft type "resourceCost":\[0,10,2,2]

These resources are required to resupply missing aircraft for ships if:

"usePortResourcesToResupplyShipAircraft" = true

Or airfields if:

"usePortResourcesToResupplyAirfields" = true

New file resupply.txt added to campaign folders to define resource costs for ammunition.

Shells based on calibre and individual costs while torpedoes and depth charges are the standard \[Troops,Supplies,Engineering,Fuel]

\

"shellCalibre":\[460,410,406,360,203,155,152,140,127,120,102,100]

"shellCostTroops":\[0,0,0,0,0,0,0,0,0,0,0,0]

"shellCostSupplies":0.046,0.041,0.0406,0.036,0.0203,0.0155,0.0152,0.014,0.0127,0.012,0.0102,0.01]

"shellCostEngineering":\[0.042,0.034,0.033,0.026,0.008,0,0,0,0,0,0,0]

"shellCostFuel":\[0,0,0,0,0,0,0,0,0,0,0,0]

"torpedoCost":\[0,0.6,0,0]

"depthChargeCost":\[0,0.1,0,0]\

Resupply at Sea

campaignXXX/setup.txt added new variable "supplyShipsAllowed":true to enable resupply convoys

Ships too far from port may resupply at sea if oilers and merchants carrying sufficient resources are in same group or nearby

Ships within range of a Port will ignore resupplying at sea and use Port only

campaignXXX/setup.txt added:

"maxSeaStateResupplyAtSea":4 to check for suitable sea state

"resupplyAtSeaHours" to check suitable daylight hours

Added additional lookup flags for resupply logistics data to be displayed in RULES panel

language/english/campaign/campaignXXX/rules,txt reformatted

language/english/campaign/campaignXXX/rules_template,txt reformatted and updated with supply logistics example

language/english/dictionary/general.txt added fields

CMobileOrders2 renamed Rearm Ships to Resupply Ships

ResupplyAll=All Ships

ResourcesFromPort=Port resources to resupply

ResourcesAtSea=At sea resources to resupply

language/english/dictionary/campaign_message.txt added/modified messages for;

InsufficientRAS=Nearby supply ships lack resources to resupply.

RASHoursFailed=Too dark. Cannot resupply at sea between hours of <0> and <1>.

RASSeaStateFailed=Conditions too rough. Cannot resupply at sea in sea state above <0>.

InsufficientPort=Port lacks sufficient resources to resupply.

InsufficientAirbase=Airfields lack resources: <0>

Rearmed=All ships resupplied.

RearmedCarrierWarning=All ships resupplied (Carrier air wings require Release / Repair)

More Campaign Settings

language/english/campaign/campaignXXX/rules.txt modified for all campaigns (and tutorial) to show all campaign settings

Campaign settings on starting a new campaign added toggles for:

Use Port Resources To Resupply Ship Ammo

Use Port Resources To Resupply Ship Aircraft

Use Port Resources To Replenish Airfields

Limit Airfield Aircraft Replenished

Allow Merchants/Oilers to Resupply At Sea

Enable Strategic Bombing

language/english/dictionarygeneral.txt added;

usePortResourcesToResupplyAmmo=Use Port Resources To Resupply Ship Ammo

usePortResourcesToResupplyShipAircraft=Use Port Resources To Resupply Ship Aircraft

usePortResourcesToResupplyAirfields=Use Port Resources To Replenish Airfields

replenishLimitAircraft=Limit Airfield Aircraft Replenished

supplyShipsAllowed=Allow Merchants/Oilers to Resupply At Sea

enableStrategicBombing=Enable Strategic Bombing

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