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Naval Action: Patches/Updates
Asid:
Hotfix 9.84 Patch notes
15 JUNE - ADMIN
Hello Captains
Here are the patch notes for the final hot fix before the next June content patch.
Tunings
• Ingermanland blueprint drop learning chances adjusted
• Mast thickness adjusted as most pvp matches turn into a mastshootfest again
o Ship of the same level will achieve comfortable results in demasting at distances below 300m
• Frigates planking increased for all ships from cerberus to Trincomalee
• Chain shot accuracy lowered by 5% (formerly it was increased by 10%)
• Chain shot damage reduced by 15% (formerly it was increased 100%)
• Waterline height adjusted on to correct levels on some vessels (it was placed too high before)
Other changes based on your feedback (like tuning the ROE timers and Reinforcement zones positions) will get in during the content patch deployment. We are currently focused on crew, officers and several other important changes.
Asid:
Patch 9.9 Fishing, Officers, Fleets and other things
29 JUNE - ADMIN
Preliminary Patch notes 9.9
What's new:
Officers
• Basic implementation of officers added to the game
• Player can now recruit a first lieutenant that will sail with him.
• Officer can level up with the player opening new possibilities and options
• Officer will be wounded when your ship is lost - implemented as lives
• Officer does not lose lives when you surrender in battle
• Total number of lives = 10 and if you lose all of them you will have to hire a new officer
• Starting set of perk is limited - a lot of things had to be reworked to support them. The set of perks will be drastically increased in the next patches adding open world perks, crafting perks and trading perks and of course more battle related perks. The main goal of officer perks is to provide unique and exciting bonuses without any useless options (so called filler).
A lot of perks were proposed by players and as promised - captains whose ideas will get into the game eventually will receive rare ships as rewards.
Starting perk set
• Double charge – officer knows how to efficiently use double charge powder allowing using this option in battle
• Double shot – Officer knows how to efficiently use double shotted guns (cannot be used on carronades)
• Determined defender – Officer knows how to prepare the organized defence on boarding. Your ship can only be boarded if the attacker has 40% higher crew. It also gives you the option to use the defend command for free (during boarding)
• Thrifty – Repair kit is not consumed if you use them in battle
• Prepared – Ship starts with loaded cannons
• Pirate Hunter – Officer hates pirates and is able to motivate his crew better, allowing faster reload if the enemy ship has a pirate flag. Reload bonus is 20%. In the future this perk will only be available to nationals
• Pirate – officer with the shady piracy past, allows to extract more sailing performance increasing battle speed by 1 knot if the enemy has a national ship on their side. In the future this perk will only be available to Pirates.
• Frigate Master/Lineship Master/Light ship Master: Basic implementation of class bonuses. Currently give +1 knot speed and +5% faster reload. These bonuses are temporary we have already found interesting ways to improve them to provide true class related improvements.
• Mortar Officer – officer knows how to use mortars better and gives great bonuses to mortar usage.
• Coward – Officer loves to run from battle and knows how to do it. Exit timer is 2x shorter
Perk prices in points and their characteristics are not final. They will constantly be improved. In the next couple of patches 20-25 more unique perks are coming.
Fishing
sailor fishing on a Palas class frigate
• Basic fishing is added to the game, giving more options during travel and giving an income boost for new players who are just starting.
• We initially added 25 caribbean fishes with realistic fishing zones; reefs, shallows, deep water, coastal water all have unique fish distributions based on the real fishing maps
• Fish is used to make provisions that are needed for crew recovery.
Depending on the popularity fishing will be improved in the future.
Crew Management
• Crew mechanics have been changed significantly for testing.
• Crew is no longer a free element and does not have auto-recovery from the air.
• Crew needs to be hired and recovered after losses
• Crew is lost on any ship loss
• Crew is not lost if you surrender in battle
• Every rank has its limit of free crew provided by the admiralty. For example a first ranked newbie has 40 free crew, so he does not have to pay for crew if he loses the ship. At higher levels the free limit will be enough to jump into a basic frigate. Lineships will be more expensive to maintain.
• Crew can be recovered by medkits in the open sea after battle
• In the future doctor can be added to recover parts of casualties slowly in battle.
• Basic medkits will be available in all ports, more advanced options have to be crafted by players.
One of the purposes of the crew is to provide more options in fleet managements as fleets are back. This is a third attempt to bring player fleets back.
Player can add any ship to their fleet provided he has enough crew to man those vessels.
Fleets can now be repaired at sea by using consumable repair kits
Other changes
• Npc Capture is back - players can capture ships from NPCs up to 4th rank. Captured ships will have to have crew assigned to them and they can be given a command to escape battle if you want to save that ship even if you have enemies present.
• New buildings added - Tobacco Plantation, Sugar Plantation, Farm
• New resources added - tobacco, sugar, salt
• New materials added - fish meat, food supplies
• New consumables added for crafting repair kits, medkits
• Chat security improved (problem was identified by the player qw569)
• Land added to minimap
• Coordinate grid has been added to open world map
• Home is disabled in Open world
• New sounds added
Fixed bugs:
• Shadows bugs fixed
• Crew casualties caused by grapeshot were not counted - fixed
• Certain bugs with the single tracking shot from lower decks fixed
• Fixed bugs with boarding crew focus visualization after boarding
• Fixed bug of player teleport after port re-entry
• Fixed bug that was not dropping full loot on ship capture
• Fixed certain sound bugs
Tunings:
• Number of regional centers increased to allow more ship of the line port battles for several nations (list here[forum.game-labs.net])
• Flag purchase cooldown increased to 2 days (48 hours). Initially we wanted to make it 7 days but based on player feedback it could create problems for several nations. Port battle rework is now set as high priority and they will be changed drastically by August.
• Battle relog after disconnect time increased to 40 mins to allow player to return to battle during longer time if internet went nuts.
• Certain blueprints have been changed to reduce redundant clicks
• Port battle win conditions changed - small port battles 1 tower is required for large port battles 3 towers are required
• Building productions increased
• Prices of production in buildings reduced
• Knee requirements increased - it was too low for many ships (18 knees for santisima). It is based on cannon count now.
• Rum prices increased 5 times. Rum requirements for certain blueprints reduced accordingly. Prices were changed to provide for medkit pricing.
• Reload times for 4lb guns increased
• Crew requirements for 4lb and 6lb cannons and 12lb carronades reduced by 1 gunner.
• Spawns in missions are now closer to each other
• Grapeshot damage curves changed to allow for more consistent kills at low planking integrity
• Mast thickness increased for all vessels
• Speed slightly reduced for Trincomalee and Rattlesnake
• Belle poule speed increased
• AI command fulfillment behavior improved
• Bots lost hammock bonuses to avoid certain bugs in crew transfers
• Boarding tuned slightly.
Due to significant changes in crew - we expect that there might be some bugs we missed.
Asid:
Hotfix 9.92 - Patch notes
7 JULY
What's new:
• Small repair kit and small medical kit is added to loot tables
• Sealed bottles can now be stacked
Fixed bugs:
• Mixed decks (carronades + cannons) bug, causing guns shooting ball even if it had double shot loaded - fixed
• NPC fleets did not lose durability when sank – fixed
• Repair kits sometimes did not fix the NPC fleet ships – fixed
• Mixed deck bug causing shorter distance on long guns fixed
Tunings:
• 5X min BR difference for attack added back
• Double shot penetration penalty removed
• Double charge damage penalty removed
• Carronade penetration drop reduced slightly
• Cannons will be destroyed more often with raking fire
• Fire chance lowered
• HP for all rudders lowered by 20%
• Determined defender lost free defend command
• Salt requirement in food supplies lowered
• Fish meat consumption in ports increased
• Tobacco and sugar production prices lowered
• Salt production increased
Asid:
Patch 9.93 Bucentaure, acceleration fixes and other things
28 JULY - GAMELABS
Patch 9.93 will be deployed today
What's new:
• New ship added: Bucentaure - a superb and powerful french ship of the line (drops from 3rd rates and rarely from Ingermanland). Blueprints will be reworked in the future through the academy building so please ignore that it drops from english/russian lineships
• New set of battle and economy perks/skills added
• Battle
o Press Gang – crew members alive after boarding join your crew
o Area Control – you and all enemy ships within 500m from you cannot exit the battle
o Pump inventor – improves pump performance
o Carronade master – improves carronade accuracy
o Storage master – provides additional repair kit in battle but reduces speed
o Admiralty connections – reduces crew hire price
o Trimming Expert – reduces ship heel
o Rigging Specialist – improves your sails (reducing incoming damage) and repairs them better
o Emergency master – reduces emergency repairs cool down
o Expert Carpenter – increases repair amount in battle and in the open world
o Expert Surgeon – medical kits efficiency increased
o Defence Drill – reduces cost of defend command
• Economy
o Foreman – increase Labor hours regeneration
o Overseer – increase Labor hours storage
o Royal shipbuilder – reduces LH consumption for all vessels
o Lineship shipmaster – reduces LH consumption for ships of the line
o Frigate shipmaster – reduces LH consumption for all frigates and 4th rates
o Light ship master – reduces LH consumption for unrated vessels
o Gifted – increases blueprint learning chance
o Fisher – increases chance to fish something out of the water
• New acceleration physics. Expect significant changes and temporary annoyance.
• Auto-escape functionality added. If you internet disappears in 5 mins your ship will set sail at best angle and will sail straight until exit timer allows exit the battle.
• Sail animations somewhat improved
• Perk reset functionality added - costs 3 levels
• Pirates are now considered nation in large battles in the lobby - no longer filling both sides.
• Convert All (fish) button added to convert all types of fish
• Repair and Medical kits allows teleport now
• Surrender is no longer possible if you are sinking or on fire
Fixed bugs:
• Fixed bugs with free crew generation in certain cases (e.g with basic cutter)
• Fixed bugs with extra pump upgrade
• Fixed bugs with shipwreck locations distribution
• Fixed bug that dropped sails to 0 if you started surrender
• Fixed certain bugs in command tablet (m)
• Fixed bug that your officer did not get XP if you lost a durability
• Bucentaure visual bugs fixed
Tunings:
• Changes to turning (turning acceleration is coming in one of the next few patches)
• Mastery perks speed bonuses lowered
• Assault flag requirement lowered to Master and Commander
• Shipwreck resource variability increased
• Chance for shipwreck bottle drop increased
• New tobacco and sugar sources added (american coast in particular)
• Speed changed for Victory and Santisima
• Damaged rudder (yellow) penalty lowered by 25%
• Morale bonuses for all boarding upgrades lowered
• Steeltoolbox and survival handbooks rebalanced
• Cannon loss through stern somewhat increased
• BR tuned for St Pavel and Bucentaure
• Color blind colors adjusted for better visibility
• Enable communcations with enemy nations is enabled by default
• Leaks adjusted for all vessels
• Waterline lowered for ships of the line (was a bit too high)
• New bugs most likely introduced
Discuss..
Next patch alliances and some other minor things
Asid:
Patch 9.94 Alliances, New ships, New features
17 AUGUST - GAMELABS
Hello captains. Here are the notes for the patch that will be deployed today.
New ships
To celebrate the increase in the steam ratings 4 ships will be added to the game as event ships.
• Rattlesnake Heavy – event blueprint.
• L Ocean – event blueprint.
• Agamemnon – event blueprint.
• Gunboat – redeemable for existing users and event blueprint. Redeemable will be given out by end of the week.
Event ships are available from special events only – that will be available for for all users on PvP and PvE servers.
If ratings continue to grow we will try hard to add more ships before release. We need your support to make the game better. Please go to Steam and rate the game if you have not done so. Thank you for all the generous support!
Alliances
• Alliances added as the first step in the conquest rework. Alliances are a testing feature and might change the game completely. We believe that alliances should make the game play better, but we don't know if they will.
• IMPORTANT: For initial testing alliances are signed for short periods to help us run several rounds of votes and find bugs together during mass testing. Alliances between nations will change often in this testing patch. In the future alliances length will be increased to intended 3 weeks in a hot fix.
• Voting is available from third lowest rank and only if your character existed for 15 days in this nation. Number of votes increases with your rank.
• For more detailed information on the alliance mechanics please visit this topic: http://forum.game-labs.net/index.php?/topic/15577-alliances-final-design/.
To enforce alliances better we made several additional changes.
• All captains have learnt flag recognition better. As a result attacks on friendlies by intent or by mistake are no longer possible. Pirates always acted as a big brotherhood - its is the same for pirates now. Outlaw class is planned for the real pirates who are against all authorities.
• Friendly player smugglers are no longer attackable. The main reason for this change is the battle denial exploit.
• Groups can be created with alliance members.
• Alliance chats added – 1 chat for 2 nations. If your nation has 2 alliances you will have to use 2 rooms. But remember - Loose lips might sink ships:https://en.wikipedia.org/wiki/Loose_lips_sink_ships.
Other features
• Special new feature added – you will find it out by playing.
• Special new event added – you will find it out by playing.
• Ships crafted after patch have the name of the crafter added to it. 5% of all combat xp earned on that ship will also be given to a crafter directly to his XP.
Perks changes
• We are continuing to add and test systems that can be modified by perks/officer skills. These systems give us extra flexibility in the development and allow to quickly test new interesting gameplay options and features. Some perks can be unbalanced and will eventually be removed if they are hated by the players. Please ignore annoying perks - all bad designs will be removed eventually.
• Next patch month we will start actively changing perks and upgrades. To give players some flexibility perk reset becomes free until perks are stabilized.
• Storage perk becomes useless. All bonuses from the perk are removed. Use free reset to replace the perk.
• New perk Doctor – perk recovers 70% of all casualties in combat if you ship is alive by the end of the instance.
• New perk Social – battle generated by the player with this perk stay open for 30 mins for both sides. Other battles will not get affected.
• New perk Hold optimization – 20% more hold weight.
• New perk Shipyard connections - +15% to ship prices sold to NPC buyer in ports.
• We know that trading and combat should be done through separate officers and plan to add a non-combat officer as a second hire in the future.
Fixed bugs:
• Fixed bug when muskets were sometimes counted incorrectly during boarding.
• Multiple other bugs fixed.
Tunings:
• Bucentaure excessive crew loss somewhat addressed.
• 36pounder gun added. It is exclusive for only one vessel at this stage, but this limitation will be removed in the near future.
• Extra check is added during player deletion to avoid unfortunate accidents.
• Holds are finally rebalanced for all vessels, it is now closer to historical hold sizes. We will continue tuning hold sizes going forward.
• Small battles room balancer and conditions changed: http://forum.game-labs.net/index.php?/topic/15739-tournament-support-changes-to-small-battles.
• Storm sailing speed penalties lowered.
• Sealed bottle drop chance reduced.
• Sealed bottle distance brought back to old – closer distance. No more excessive long journeys.
• Copper coins added to shipwrecks.
• Area control perk radius increased to 750 meters.
• Press gang bonus lowered to 50%.
• Stiffness was buffed to give +5% to mast HP and +2cm to armor.
• Boarding tweaks were made. Boarding will be more dynamic and generally more enjoyable.
• Minor changes to some ship performances were made.
• Cannons penetrate trough water a lot less.
• Bot name tables improved thanks to several mod volunteers.
• Probably several horrible horrible bugs introduced.
After patch is stabilized we will start working on the second part of war&peace improvements in relation to port battles, war effort and conquest in general. + New sounds and AI improvements.
Discuss. http://steamcommunity.com/games/311310/announcements/detail/815536179393717923
Extra requests
Groups preparing for the tournament - please test the small battles room functionality with your practice partners if it works correctly as intended. We are ready to hot fix the problems if any appear.
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