Here are new premium items being added to KurtzPel on September 29th, 2021.
1. New ‘Little Cat Costume Weapons’ will be added.
Little Cat Costume Weapon Package – 1,600 KP -> 1,200 KP ※ Little Cat’s Costume Weapon Package and individual items will only be sold at a discount from UTC+0 2021-09-29 After Maintenance to 2021-11-03 00:00
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
It's been nearly a month since we've released Suit for Hire on Early Access and oh what a busy month it's been.
We're super happy to see how much potential people see in the game and the amount of support we're getting to work on the game is next level.
#Discussions_QuoteBlock_Author
I was expecting a lot more unhappy people, but I'm glad I was proven wrong- thank you to everyone who's sticking with us as we work towards improving the game and adding more content/mechanics.
- Lead Developer, Crimson
In the past month, we've done a range of things to improve the game and its foundations:
Fixed ~33 bugs in total
Worked on ~35 QOL improvements and adjustments
Added widescreen support
Added Tutorial
Added explosive barrels
Added the ability to throw/drop your secondary weapon (even at enemies' faces)
Artstyle adjustments
Lots of controller improvements (and more to come)
This is only the beginning though, currently we're working on a reserve magazine which should be included in the upcoming update for Friday and many more fixes and QOL improvements!
As you may have noticed, we haven't been particularly focusing on new content just yet- our goal at the moment is to flesh out some of the game's mechanics like the reserve magazine for example. That being said, we are starting to get to a healthy stage in the development where more content can be added.
We have a few plans on how we'll be adding more content and replayability to the game, including new mechanics. We'll be releasing a full roadmap soon, we're just fleshing out all of the details- for now here are a few things we have planned:
After adding and polishing the reserve magazine mechanic (based on player feedback), we'll be working on a counter-attack of sorts- this will be the beginnings of our Enemy Grapple system (we'll release more details on this planned mechanic in the roadmap)
A Challenge Mode which will be a big series of levels that are essentially smaller campaigns/single missions, this includes levels that may require you to survive waves of enemies, fight your way across a train, and much more. The Challenge mode will also have sub-challenges within each level so players can work towards gaining awards
Customization/cosmetics are also planned for the future, cosmetics will be gained through playing the game and completing challenges/achievements
More levels within the Campaign
This is a small part of what we have planned for the game, we'll be releasing a more fleshed out roadmap (hopefully soon) going through all of the details, please bare with us as we're getting all of these details written out- we want to make sure we're not giving blank promises but actual actionable promises for the community.
We hope that players continue to provide feedback and bug reports, we're always listening to what our playerbase has to say as we want people to have the best experience. Let us know if you experience any issues through our Discord or the Community Hub.
Other than that, if you're interested in seeing the development of the game live, you can tune in on Crimson's Twitch stream. That's it for this month's status update, we're excited to add more to the game and release a roadmap so all of you can be excited alongside us!
Blub Emporium Beta 1S - Eventastical! The letterbox and events are introduced in this update, along with kitties, new arcades and a Puzzle Box. Boulders also have been added, acting as way to effectively be minor farm expansions over time.
ITEMS AND RESOURCES:
Added "Black Table" (Table).
Added "Sleepy White Cat" (Emporium Deco).
Added "Sleepy Black Cat" (Emporium Deco).
Added "?????? ????" (Emporium Deco).
Added "Pet Food Bowl" (Emporium Deco).
Added "?????????? ???????????" (Emporium Tile).
Added "Task Computer" (Emporium Special).
Added "Puzzle Box Two" (Factory Other).
Added "Puzzle Present Two" (Debris).
Added "Retro Arcade" (Entertainment).
Added "Glitch Arcade" (Entertainment).
Added "Boulder" (Debris).
Added "Red Boulder" (Debris).
Added "Snowy Boulder" (Debris).
Added "Mossy Boulder" (Debris).
Added "Sandy Boulder" (Debris).
Added "Moon Boulder" (Debris).
Added "Event Altar" (Emporium Special).
Added "???? ????" (Emporium Special).
Added "Cabin Window" (Window).
Added "?????? ???? ????" (Emporium Deco).
Added "Amethyst Importer" (Hopper).
Added "Outback Letterbox" (Farm Special).
VISUAL:
Added flower Blub variant.
Added minor outline around home/screenshot/camera zoom buttons.
Updated logo in splash screen and main menu.
Slightly darkened the catalogue colour for the classic theme.
Changed standard menu buttons to have colour associated with the selected UI theme.
Moved the "dismiss alert" text on dismiss buttons down slightly to be better centred.
Removed corner pixels from the "1" on the puzzle box one icon.
UI:
Added new "Text Block" UI element.
GAMEPLAY/BALANCE:
Added Events Blub offer, if Event Altar is placed, events may start.
Added "Assembly Monotony" task track.
Added "Resource Hoarding" task track.
Added "Rubber Duck Redemption" task track.
Added "To Each Their Own" task track.
"Crops" (Sugarcane, wheat, cotton) can now only be planted and mature on dirt/cosmic soil.
Added new rarity "Mantled", which all existing and future Easter egg items will be categorised as.
- Update Japanese translations - Fix bugs where camo would not appear on Sniper, .50 Caliber Sniper, and Pistol slider (community bug report). - Fix bug where weapon camo would disappear in the store after a purchase (community bug report). - Move Australian servers to a new data center (as mentioned above) (community suggestion).
Thank you very much for enjoying ""LOST EPIC"". This is Team EARTH WARS.
This time, we would like to introduce the ""Local Save"" function.
Local save is supported from Ver. 1.1.0. First of all, please check if the local save has been made by going to [LOAD GAME] > [Select the slot you want to check the local save] > [X button to list local saves].
Local saves are saved at the timing of area switching and overwrite the 10 saved data in the oldest order. By loading a local save, you can easily start over from the point where you entered the area, or go back to a situation before you died. (If you respawn at the time of death, the previous saved data will become the data before your death.)
Local saves are auxiliary, not cloud-synced. Note that local save is not performed when moving to a maze. Please save at the statue of the Old God when you finish the game.