Forum > Naval Action
Naval Action: Patches/Updates
Asid:
Patch 9.68 - New ships
31 March -
Hello Captains: New patch has been deployed
What's new
• New ship added: Le Gros Ventre
• New ship added: Ingermanland
Fixed bugs
• Battle spawns fixed - joining ships no longer can spawn closer or even ahead of you if you are being attacked.
• AI marines fixed - they gave no bonuses to the AI ship causing easy wins in boarding
Gameplay Tuning
• Crew requirements slightly reduced for frigates and higher
• Cannon crew requirements slightly reduced as well
• Light ship planking integrity increased for all vessels up to a brig
• Surprise speed slightly increased
• Frigate speed slightly increased
More announcements will follow with detailed ship descriptions
Asid:
Patch 9.7 - Land sighted
13 April
What's new:
Main and the most exciting feature: Land in battles
We developed an amazing tech fully replicating open world land in battle instances. This will bring an extra dimension to combat visually and in gameplay (especially when fighting close to land). Expect multiple bugs with this feature including performance related issues. Very large battles close to land will most likely lower your FPS. To minimize the problem we suggest tweaking the settings.
Rules of engagement changes
• Land in battles changed Rules of Engagement.
• Players who are pulled into instance will spawn in exact positions form the open world.
• If you have enemies ahead of you they will be ahead of you in battle.
• Please be more careful when engaging enemies and avoid situation where you can spawn surrounded.
• Lag compensation visual circle is added. When you select a ship you will see a small circle around it. If you attack the enemy within that small circle your spawn positions are not guaranteed. If you want to guarantee exact position for spawns attack outside of that small circle.
• The land in battles spawning has not been tested in large player base environment and we will need your feedback.
Reinforcements changes
• Player reinforcements are now positional, but they always come a good distance away from the main engagement.
• Because spawns are now fully positional and you can place yourself very close to the enemy – ships now start the battles with guns unloaded (as it was some time before in early testing)
• Important: Port battles will continue to be played in separate instances (old system) until their full rework in the next content patches.
Soften the ganking.
• Ganking is considered a main problem by a large portion of the community and needs to be lessened a bit. We are bringing back an old feature FOR TESTING that was in game before the release. Initial attack does not have any limitations as before. But entering the battle cannot change the balance in battle for more than 1.5x BR difference. In this case if you got yourself into an even fight enemies close by will not be able to unbalance the battle. Of course if you see a large fleet on the horizon its still better to run.
• Attacks in the protected areas are now prohibited by design (even on NPCs) to avoid pulling your fleets into battles by hidden alts or by mistakes
• We are aware of the counter-tag issues and ROE will be addressed eventually.
Mortar brig added
• Historically accurate mortar vessel has been added to NPC Stores in the game. Its main purpose is to destroy land fortifications and stationary ships. It is not fully tuned gameplay wise and we expect you to provide a lot of feedback on the mortar brig gameplay and potential improvements.
• Mortars are switched on by pressing K. Min fire distance is 1.5 km. Ball takes 30 seconds on average to reach the target.
• Blueprint will be added at a later stage
Duel room added
If you enter the duel room the combat will automatically start with another player waiting in the lobby if he has the same ship as you. In the future the threshold might be increased. Please provide feedback on the battle timers and exit timers in duels.
PvE content
• Large NPC fleets added to open world
• Generated Epic events adjusted to your group size have been added to the open world (randomly placed)
• Fleet orders added to mission list – allowing players to participate in group NPC battles
• Fleet orders can be entered as a group
• You can now take missions of every level (both fleet and single ship missions)
• Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Trading ships can be captured.
Other changes
• You can now disable reload (by keeping the ability to fire) for the whole broadside by pressing F5 - this will free up men if you don't plan to use that side of the ship in combat
• Leak system reworked. If you shoot at the right places when ship or waves are in the right heel or position you can sink the ship by just generating enough leaks.
• Group size has been increased to 12 people for the open world combat and events. Small and large battle events only accept groups up to 6 men to avoid un-balanced fights in the events.
• All ships up to heavy frigates have been added to NPC stores.
• Extra notifications added for creating new characters and for deleting the outposts. Hopefully this will reduce the accidental deletion of outposts
• Clan officers can change the clan descriptions and kick members from the clan.
• When installing cannons you will see their effect on speed in the port ship description.
• Known blueprints no longer drop for the crafter
• Enable/Disable enemy communications option now works in instances
• Ignore list now does not allow trade invite spam
• Extra graphical options are added for land visual settings (to lessen the land effect in large battles close to the shores)
• Disengage command now cost 45 preparation (works both ways)
• Unprepared ships start with 25 preparation when boarding begins (you are in battle and are somewhat prepared to boarding fight anyway)
• Price movements are disabled for NPCs - producing ports make and sell goods at one price, purchasing ports buy goods at one price to fix several minor bugs allowing random high income in several cases.
• NPC resource consumption increased for several goods
• NPC purchase price bonuses removed
• Bot behavior bugs fixed before major overhaul in the future - no work on bots will be done for 1-2 months
• Penetration systems slightly improved
• Hammocks bonuses increased
• Grind has been somewhat addressed by lowering the XP thresholds
Fixed bugs:
• Several redundant messages removed
• Battle circle of death synchronization bug fixed
• Ingermanland is now a proper 4th rate
• Steel tool box now gives absolute bonus not % bonus
• Several bugs for NPC behavior fixed
• Several boarding visualization bugs fixed
• Several repair time bugs fixed
• Several graphical bugs fixed on Le Gros Ventre
• FXAA can now be switched off forever (it was enabled every time you launched a client)
• Several minor bugs with crew management fixed
• Bot reload bugs fixed
• Cutter positioning on water in the OW somewhat improved
• Multiple bugs and problems probably introduced.
Asid:
Patch 9.8 Damage model, New ships and other things
19 May - Admin
What's new:
Closing server PVP 3 EU mirror
• PvP 3 EU Mirror will be closed down during patch deployment.
• Player assets will be moved to accounts on PVP EU 1
• Most assets and currency will be given to players as redeemables.
• More information and details on the process are posted here
Damage model 5.0
• Penetration models were completely overhauled
• All last remains of random factors and probabilities were cleared out of the code base to make damage purely skill based.
• Cannons have penetration numbers based on historical data (very close to admiralty test tables)
• Armor width is added to ship parameters and effective armor based on angle of hit is added as well.
• Masts have received thickness (in addition to hp) - no more 1km demasting
• Modifiers of wood types have changed
o Fir = -10cm
o Oak = standard
o Teak = +5cm
o Live oak = +10cm
• Detailed description is in this topic: http://steamcommunity.com/app/311310/discussions/1/364041517009836870/
New damage system was extensively tested by our QA and us, but of course it still requires final tuning based on player feedback and results. Expect potential problems and unbalanced ships or gun types.
New ships added
• Player voted ship: Rattlesnake - sloop of war
• Player voted ship: Chapman's Indiaman - combat trader
Rattlesnake
Indiaman
Changes in port battles
• There are 3 types of port battles now. To give frigates more intensive testing of the damage model and to give more options for frigate captains.
• Shallow water ports - no changes
• Medium depth port battles - Cerberus to Ingermanland/Constitution
• Regional port battles - Cerberus to Santisima
• Defense timers cannot be changed by defenders after they were picked the first time. Choose them wisely.
Changes in battle entry, reinforcements, and capital waters
• Captains wont be able to enter battles immediately after log in, port exit or sitting in battle result screens. To do that the system of invis/invul has beend changed. After login or port exit or battle exit you will not be able attack or be attacked for 30 seconds. 120 sec invulnerability timer wont let you enter battles. This will completely solve hiding in battles issues.
• Positional reinforcements system has changed closer to the old method. Captains wont be able to position themselves ahead of the enemy. Captains can only reinforce battles from defined zones that will be visualized on the map.
• Capital water protection system changed. You can attack enemy ships in your capital waters. Not only that. That battle will be opened for 1.5 hours and will be fully positional during the whole battle time.
Other changes
• Spyglass added to open world
• Clan warehouse added to the game
• Clan tag is now showing on the open world
• Ports will sometimes purchase ships from players on the auctions
• Fleet orders will now scale based on your group size
• All orders after their start will be open for your nation for 2 mins to allow bigger engagements
• We are doing certain experiments for xp for travel for future exploration and other features
• System allowing a much stronger side to exit battle has been reworked. We now take into account only starting battle rating difference situation at the start of the battle (previously it was dynamic). The rest works as before. If you were attacked by a weaker force - stronger side could deny battle and exit during first 2 mins (this is a legacy feature somewhat reducing the effect of trolling by light ships).
• Exit timer is now going to reset if you are taking water. This will help in group battles where you always had to keep destroyed enemy tagged.
• Mortar brig hits will now generate leaks under waterline if it penetrates
• Teleport between outposts(docks) is now without cooldown
• Teleport to capital (unstuck) is now possible only with the empty cargo hold
Fixed bugs:
• Certain CPU load optimization was implemented.
• Fixed camera bugs on Essex
• Fixed bug with time bonus on Steel Toolbox
• Fixed main camera bugs on the Mortar Brig
• Fixed reload bugs on Mortar brig
• Fixed several lightning issues on Mortar brig
• Fixed bugs causing distance problems on mixed decks
• Several sound bugs fixed
Tunings:
• Ingermanland и Constitution are now built on 2nd level shipyards (because they are 4th rates)
• Ports will stop buying resources if NPC stock exceeds 25000 - further changes to economy will be done in the next patch
• Broken rudder bug fixed (it was not giving enough penalties)
• Repair kits are removed from loot
• Minor changes in pricing of blueprints and ships were done to allow faster tuning and design changes
• Num Enter on keyboards can also send messages now
• 2 important exploits were fixed thanks to the Captain qw569
• Multiple headspinning bugs were introduced
Next content patch will be deployed in a month. Before that we plan to issue 1-2 hot fixed to finalize damage model and several other things.
Asid:
Hotfix 9.82 - Grape fixes and other tunings
27 May - Admin
Patch will be deployed today on Friday 27th May
What's new:
• Fixed the bug that did not increase crew damage when shooting at top deck of the ship on the boarding crew focus.
• Officers cannot close clan warehouse now (to avoid extremely painful mistakes)
Fixed bugs:
• Grape bugs fixed. Grape damage now depend on planking state and distance
• Grape now affects exit timers again
• Fixed bug that did not allow exit from the contested port
Tunings:
• Ramming leaks are disabled - we considered them unhistorical because ships collide above the waterline and by the time underwater parts hit most energy is lost due to water friction and bow destruction. This also fixed several game breaking exploits like using cheap ships to disable heavy vessels by ramming.
• Cannonball damage to crew slightly reduced
• As a start of anti inflationary changes monetary rewards for port battles are now 1x
• The ability of cannonballs to destroy cannons through stern is slightly reduced to include cannons that are destroyed but are still blocking the shots.
• HP of masts rebalanced a bit. Approximate number of shots to destroy the mast based on the max possible caliber for that ship is 7 for the lower section 3 for mid section and 2 for upper section of the mast. Mast thickness still works so it is still going to be impossible to demast from 1km. (previous mast thickness was 10/5/3 for respective sections)
• Chain damage increased significantly
Asid:
Hotfix 9.83 - Patch notes
3 June - Admin
What new:
• Boarding upgrade - Marines - no longer gives insta preparation. The speed of reaching 50 now depends on your marines %.
• Fixed bug artificially reducing the penetration for all guns if distance is above 200 meters
Tunings:
• Live oak wood type now gives 7cm instead of 10
• Teak wood type now gives 4cm instead of 5
• Fir wood penalty is now -7cm instead of -10
• Armor values adjusted for all ships from Rattlesnake to Victory
• Cannons and carronades penetration adjusted
• Slight changes for mast hp and thickness - additional changes might be required
• Grape damage adjusted - crew damage through stern somewhat improved.
• Penetrating leaks under waterline take slightly more water
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