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Naval Action: Patches/Updates

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Asid:
Forthcoming content patch information.

 Hello Captains and Gentlemen

This is a first attempt at a devblog. We are planning to deploy a big content patch within next 10-14 days. We will freeze the build for the hot fixes on friday and start testing new content. Last hot fix could happen on Wednesday and will provide chat fix, in game mod colors, and port battles trolling fixes. After that no tunings and hot fixes will be possible until the big patch is out. If the patch is delayed everything is delayed.

Content patch discussion

New store interface.
We wanted to improve the store information for players making purchase/sale decisions and improve usability a bit.

In the new interface you will be able to see the amount of goods bought and sold at that price level and will be able to purchase everything in one block (no more unnecessary clicks if you wanted to buy 2000 of something - if someone is selling 2000 items you can buy it in one block). In addition to that you will be able to see top contracts and player names placing those contracts in case you want to trade with them in private.

New battle crew management - BIG CHANGE
Crew focuses have been reworked completely and became more realistic. They will now work as toggles – instead of absolute choices. Previously all tasks were fulfilled with penalties starting from zero penalty to 100% penalty in a linear progression, and you could only improve a certain task while reducing the benefits on another independently of your crew size.



In the new system:

All main tasks have a certain allocation of crew depending on ship type.
All main tasks have a minimum and optimal size of crew required.

• Optimal crew – task will be fulfilled at max speed
• Minimal crew – task will be fulfilled with penalties
• Less than minimal crew – task wont be fulfilled at all.

Sailing, Gun reloads, Repairs, Leak fixing is atomized and all of them require a min or optimal squad. The crew requirement is the sum of individual crew requirements. Switches between crew focuses take time and the bigger your crew the more time it takes to reposition the squads from task to task. If you have full crew you can toggle optimal performance for all tasks.

The main differences lie in the changes to gunnery. We will try to explain it in simple English – if we fail please rephrase for us in comments and we will update the text.

Previously all guns were reloaded simultaneously. If you did not have enough crew it affected ALL guns. It was unrealistic and unhistorical. In the new system every gun works separately and has a gun crew allocation. All guns are loaded gun by gun if you have minimal gun crew.

How it will work. Example: You first rate have lost most of the men and has 20 men left

Current old system: Ship suffers enormous penalty depending on a crew focus. All decks are affected. If you have switched on the gunnery crew focus you never reload anyway.

New system: Penalties and reload will depend on the gun composition of cannons for this particular vessel. If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle.

• Equip lighter guns – you will have more flexibility in choices when you start losing crew.
• Equip heavier guns – you will have to manage the crew.

Certain ships will become impossible to sail without extra crew management.

Repairs/Survival changes
Survival will also start working differently. If you have only 1 leak it will take only 5 men to repair and will not affect other sailor/gunner crew composition. If you have 90 leaking holes you will have to find 450 men to plug them in.
Repairs also will be affected. If you are repairing Victory you might need up to 30% of crew to repair 15% of the integrity (number is arbitrary at this stage).

These changes will also allow for interesting options in improving repairs in a realistic way.

Sailing
Sailing is simple and works similar to guns. You have a % of crew required to work sails and if you don't do any other tasks you will not suffer any penalties to speeds of raising sails or turning yards. If you have enough crew you can work sails and man guns at the same time.

Boarding
Boarding crew has to be allocated before the boarding. And the main difference with the old system is this: if you have enough men you can shoot guns and have boarders ready at the same time. Some ships with low number of guns will shine as a result – lynx is the best example. And it will allow you to board when you are sinking (sending some men to repairs and the rest to boarding party).

We also would like to discuss the following potential changes to the boarding – but they wont get in next patch.

• Only prepared boarding crew will fight in boarding for both sides
• Fire deck guns will be moved out of the boarding interface and you will be shooting actual guns with their real reloads and performance. If you don't have crew allocated to guns you will not be able to fire during boarding.
• Disengage duration will be affected by several commands and factors. Players wont be able to disengage in certain situations unless they are pulled away from the vessel by friendly ramming.

Production buildings
Production buildings are still tentative and might not get in next patch. Please leave your feedback on how you want production buildings to work in the following topic http://forum.game-la...gs-discussions/. We will of course try hard to make them happen in Feb but not sure about it.

New ships
2-3 new ships will be delivered after the patch – as they need more time to be tested and fine tuned. Most likely candidates are improved Niagara that will be boosted in certain areas based on the player feedback and Essex Frigate.

All other changes and proposed tunings are described in more detail on our forums. Please discuss here... http://forum.game-labs.net/index.php?/topic/10571-1st-big-content-patch-information/

Asid:
1st Big content patch information.

Posted 15 February 2016

Hello Captains and Gentlemen

This is a first attempt at a devblog. We are planning to deploy a big content patch within next 10-14 days. We will freeze the build for the hot fixes on friday and start testing new content. Last hot fix could happen on Wednesday and will provide chat fix, in game mod colors, and port battles trolling fixes. After that no tunings and hot fixes will be possible until the big patch is out. If the patch is delayed everything is delayed.

 
Content patch discussion: http://forum.game-labs.net/index.php?/topic/10571-1st-big-content-patch-information/

Don_prince:
Patchnotes:

Patch 9.65 - Crew management and resource production
Community Announcements - Admin
Hello Captains.
After 2 week delay caused by the physics rework and additional work required by new crew management the patch has been finally deployed.

Contents

Trading and crafting
Niagara Blueprint added to the game
Crafting notes were renamed to High Grade Notes
New crafting note types added to the game: low grade notes, mid grade notes. New notes are made by paying copper or silver coins to the researchers (imaginary scientists)
BP is renamed to Blueprint
Resource store interface reworked
Resource production buildings added – buildings can be built only in national towns
Ship construction building added – shipyard – shipyards can be built in all towns which you can enter
NPC production will stay on its current level and will be gradually decreased over time to fully player dependent economy
Blueprint learning chance now depends on the quality of the ship you are making
Better upgrades now can be made by using mid grade crafting notes
Compass wood requirements in ship construction are changed (more wood needed)

ROE and attack mechanics
Battle over timer now lets you stay in battle for only 5 minutes (to solve the pre maintenance port battle bugs that did not transfer the port to the winner if someone stayed in the battle)
Battle entry timers reduced to 2 minutes. This is a very important change - you will be able to pick the place of attack better and if you don't see enemy sails on the horizon you will be safer
Invulnerability timer does not let you enter battles anymore

XP rewards and statistics
Additional trackers are added in battle UI for better debug
PVP XP for kill and assist are increased 50%
Reward manager was reworked completely and now allows better slicing and dicing of damage and crits allowing better and more detailed rewards and achievements in battles.
Kill and Assists now grant monetary rewards which are doubled in PVP
Traders now give full loot if they carried any – previously because of the bug if you captured a trader it did not award full loot.
NPC Traders now can carry national resources

Port battles
Shallow water port towers now carry 12lb guns
Assault flag now weights 100 to not allow yachts and cutters to be a flag carrier

Combat
Niagara is now a better ship
Crew management completely reworked – remember that it is an early version and it will be improved based on the community feedback.
Sail repairs now repairs masts (if you did not have broken masts before). Previously if you repaired sails it did not recover masts HP if you had them damaged but not destroyed.
Camera bugs are fixed on Snow, Pavel, Pickle and Renommee.
Friendly derelicts now cannot catch fire from friendly damage
Exit timer now resets if the ship is on fire
Fast explosions on snow – fixed
In battle physics completely reworked and we now have better integration of Physx in game. It solved the collisions issues (and flipping) almost completely
Ship heel from damage eliminated – it was unhistorical and extremely annoying.
Sail furling and yard turning speed curves updated and should be more realistic now – falling first gradually then suddenly.
Crucial bug with cannon influence on speeds fixed (some ships UI speed indicated previously did not take the cannon weight into account).
Ships now cannot turn with 0 speed – this is extremely important and potentially game changing
Frigates are now less comfortable sailers in very narrow angles to wind
Bots stopped shooting chain temporarily
Fires now do more damage
Fires now are extinguished 10% slower

Boarding changes
Marines now work differently. They are not part of the crew anymore and affect your performance depending on their number. Marine upgrade now determines which % of your crew is allocated to marines. This is done in preparation for crew and officer hiring. Please review which marines you have as they WILL affect how you fight in battles.
Fixed bug with incorrect musket counts in certain rare cases
Brace now costs 5 preparation
Preparation per round growth is increased by 5
Certain formulas are reworked for boarding and if you have decisive advantange it will be easier to win during assaults.
Boarding now requires 50 preparation to initiate
Boarding pulling is improved and will suffer less random interruptions.
Expect other significant changes to boarding in the next 1-2 patches

Other fixes
Maintenance time moved 2 hours earlier required some heroic sacrifices from our QA
Some graphical assets were improved for the open world. Some players might not like them but changes were needed in preparation for land in battles. To enable better variety of trees enable Render Decorators function in options
Family sharing is now impossible
Ship report letter is taken out from loot
Battle sail mistakes fixed for Niagara
Victory model upgraded
More than 100 other minor bugs and problems fixed thanks to your report
Several rare exploits were fixed and closed thanks to qw569 research

Potential problems
With better physx integration possible bugs could happen – including visual problems with turning and heel to bow on certain ship models.
Some NPC bots became dumber – we are working on it
Several other marvelous bugs are probably introduced

Asid:
Hotfix - 9.66 - Changing changes + some other things

Posted 17 March 2016

What's new:
•   Certain FPS Improvements were achieved (if you still have low fps in the OW switch to medium settings and increase level of detail to high - it will give a good boost while keeping visuals on good level)
•   Ship turning was reworked due to a lot of graphical and physx artifacts - ship turning returned to 9.64 state (but on new physx)
•   Lower sail HP now does not reduce crew requirement for sailing (as happened before)
•   Sailing crew is now affected only if masts fall down

Fixed bugs:
•   Extra bow heel now fixed on several vessels
•   Several technical problems fixed

Tunings:
•   Bug causing fast leaks repairs now fixed
•   HMS Bellona visuals slightly improved
•   Cannon mass changed to historical weights
•   NPC Resource production reduced by 20%
•   NPC Resource consumption increased by 2x to provide more trading opportunities
•   Production buildings labor hour requirements normalized at 150LH per 3 days of production
•   Player production levels changed (mostly increased for all resources)
•   Upgraded production buildings now give more LH discount (increase from 10% to 20%)
•   Boarding crew requirement to achieve 100 preparation lowered from 80% of crew to 50% of crew
•   Boarding crew focus priority now equals sailing and gunnery - it will be more evenly distributed if all crew focuses are switched on
•   Third rate turn rates slightly reduced
•   Cerberus turn rate slightly increased
•   Keep in mind that turning/accel/decel changes will continue to happen over the next month as we are not fully satisfied with them

Asid:
Hotfix - 9.67

Posted Yesterday, 11:15 AM

Captains! Minor hotfix was deployed today.
 
What's new:
•   Flags updated for several countries
•   Reinforcements were disabled temporarily for rework
•   Captains no longer can enter battles from invisibility/invulnerability to avoid port hopping and hiding in battles for the purpose of ganking
 
Fixed bugs:
•   Boarding parties upgrade bug fixed
•   Unsynced gun sounds for several ships fixed
•   Several typos in gun tooltips fixed

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