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Naval Action: Patches/Updates

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Asid:
Patch 9.96 New conquest, New trading, New ships and many other things..
20 OCTOBER - GAMELABS

What's new:
 
Rookie regions
•   Bahamas has become a rookie region.
•   Additional uncapturable capitals are added in the Bahamas.
•   Rookie region has special ROE (identified by the message rookie battles area). All battles start 1v1 and other players can only reinforce it using reinforcement zones for 30 minutes. Limit of reinforcements is set at 300 BR.

Map changed
The map is split into regions. All information on the regions and their composition can be seen on the in game map.   
 
Combat tuning
Starting from this patch we will actively work on ship rebalancing. These works were delayed because of the tournament, but the tournament helped to uncover more balancing issues that require attention.
Currently the main goal is to increase ship importance and reduce upgrade importance for combat performance. 

•   All men are created equal and all crew colliders were standardized. Previously some ships had men with 180cm height (cutter) and some had 150cm men. This is no longer the case. Although cutter captains still have the biggest hands.
•   Many upgrades were rebalanced and mostly nerfed
•   Several perks were rebalanced and mostly nerfed
•   Lower calibers that were often used on 5th and 4th rates had their penetrations improved. The change affected 4lb 6lb 9lb guns mostly. But these guns penetration drop from distance was slightly increased
•   Carronades penetration drop from distance significantly increased making them effectively a short range weapon. Don't expect any penetrations above 500m.
•   We also changed how penetration shot retain energy depending on the wood type. Fir hulls allow to pass more penetrating energy to the opposite side, live oak less. Previously all wood types had same penetration retention.
•   Splinter damage: When a cannonball hits a broadside it affects crew differently when it flies above the deck creating casualties by shockwave or hitting men directly. Nelson’s assistant was killed by a shockwave from a high flying cannonball. We have separated cannonball damage to crew into two parts. Cannonball hitting an unprotected crew will generally have less casualties on the ship than cannoball penetrating the broadside, generating splinters. If you aim at broadside areas with crew behind it you might inflict good damage on the crew.

Shipbuilding, Trading and Resources
Trading was completely overhauled. We are very excited about it because we have coded in a very flexible system allowing us to easy add or remove resources by group, nation, region, island and large area, control prices and margins, demand and supply and multiple other elements helping us to make trading and resource generation to feel more alive.
When we first introduced trading into game in 2015 it required several months of balancing based on mass use by large number of players. Thus - expect resource shortages, abnormal profits, and strange things in the first two weeks. Report them in the respective feedback topics and they will be fixed.
 
•   All buildings were removed from player accounts and funds used to build them were compensated
•   Shipyards removed from game for rebalancing, to allow players to build ships in multiple regions with regional bonuses. So building ships no longer requires a shipyard. All allied ports will provide shipbuilding capacity for the player. Funds used to build shipyards were compensated. 
•   Delivery orders will allow players to receive trading xp and crafting xp by helping the in game economy. All ports with the unfulfilled NPC demand and large player contracts will generate delivery quests that players can take and fulfill. This will allow traders to exert more influence on the market and see what is needed. 
•   Pricing systems were upgraded, new goods introduced, new NPC demand was created for some crafted materials (initially in the several areas only). 
•   Weights, prices, stacks and volumes will change. New buildings for new resources were added.
•   Trader tools are integrated into the client. They will help adventurous traders to find good deals in the Caribbean. They might also help privateers to see where people might be going for good deals. Trader tools are accessible from the in game map (M).
•   New resources will be required to craft quality ships depending on ship weight.
•   Ship quality importance increased. Increasing ship quality will improve its characteristics starting from ship HP, speed, turning and other parameters.
•   Speed and stiffness added to selectable characteristics, all RNG removed from crafting.
•   Regional bonuses for ships introduced. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses.
•   2 new wood types added: Mahogany (ligher live oak basically), Bermuda Cedar (fir without negatives)
•   Contracts will be allowed for upgrades
•   Upgrades can be broken down for parts and resources
•   You can no longer sell a ship if it has something in hold or has upgrades installed (many players were losing items when not reading warnings)
•   Wood production slightly changed. Compass wood is no longer a separate resource. Compass wood (curved trees) can drop from any forest during wood production. Fine logs (e.g. fine oak) will drop some times when growing trees in forests.
•   European traders removed (experimental feature)
•   Salt can now drop when fishing
•   Contract number increased from 5 to 10

ROE (experimental feature)
We will be testing several options for Rules of Engagement – ROE this patch. This might upset some users but it have to be done before release (will be impossible after).

•   Open world battles: 2 circles system is being tested. 1 tag circle for attack and 1 large circle for pull. Battles will close instantly on start (except for rookie zones)
•   Rookie zones battles. Battles always start 1v1. Battle will be opened until BR evens out. BR limit is set at 300. Players wont be able to enter if their ship will exceed the BR limit.
•   Hostility missions: Battle will be opened for 30 mins. 
•   OW NPC fleets will no longer count for 5X anti griefing protection. Only players will affect that rating
•   Crew size will lower battle rating of your fleet. Example (numbers are for illustration only): If sail a cutter with 2 Bucentaures in your fleet with 40 crew on each - you will fleet will be valued as 3 cutters for ROE.
 
Mission changes.

•   Missions can be taken for every region from any port.
•   Missions will generate or reduce hostility - thus enemy should be able to influence the flow of events. Because of that missions will always be open for entry for all sides for 30 minutes.
Bot distribution changes
•   With new hostility system bot distribution changed. Regions will have national NPC fleets. For example you will mostly see british NPCs near Jamaica and only occasionally will see other nations fleets who sailed there from the nearby region. 
•   Pirate fleets added.
•   Captured NPC ships will be good sometimes. And because of randomization of the hidden upgrades they might come up to be uniquely interesting (experimental feature).

Port battles and conquest
Port battle set up system changed significantly.

•   Port battles will automatically arrange 46 (previously 48) hours after hostility level reaches 100%. Hostility will be generated by PVP (major impact), PVE (minor impact), Missions (minor impact), and War effort supplies deliveries (minor impact). Port battles will be a national effort and will require coordinated work of several fleets. 
•   Assault flag is be removed. 
•   Timers are removed (for testing) as we believe that in new system port battles will arrange themselves when there is max presence of players for both size (due to pvp impact). Also we expect that all timezones will need to participate to bring hostility to the port battle levels. If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). In addition to this we will reduce the speed of hostility generation if necessary to bring more timezones into action.
•   New port system will immediately show players where the action is because the number of port battles and hostility zones is limited and nation can have a limited number of port battles set up. 
•   Port battles themselves will still be done on the open water with towers (but this wont last long). 
•   Alliances will continue for 3 weeks, voting period is set at 1 week.

Port and coastline defenses

•   Large forts and towers will be added around ports. The number will depend on the island and coast line size. They are placed randomly at appropriate places. Please report weird looking coastlines in F11 or in the forums.
•   Forts will fire at enemies of the state and can provide good protection for traders and small groups.

New ships

•   Endymion
•   Indefatigable
•   Both ships are only available for capture from NPC fleets (experimental feature).
•   Ship hulls were made by one of the community member Ragnar Hairy Trousers (sails for Britain)

Other tunings

•   More slots for loot added in the battle result screen.
•   You can enter allied contested ports
•   You now can capture lineships if they belong to AI fleet of a player.
•   You cannot add the ship to fleet if it has something in the hold
•   Upgrades and paints will be saved if you add a ship to fleet. You can freely add precious upgraded ships to the fleets.
•   NPC trader loot improvements - Bigger traders carry more goods
•   You can surrender during boarding now. Press escape and surrender if you don't want to lose crew during boarding.
•   Minimal crew requirements increased for higher level vessels. Players wont be able to sail 1st rates with 10 men. 1st rates will require 100 men at least to operate.

Fixed bugs:

•   Fixed several particle bugs with demasting and mast collisions with water
•   Several bugs with contracts fixed
•   Fixed bugs with small/large repair kits when applied to fleet ships.
•   Prepared perk fixed. It now works on all types of ammunition and charges.
•   Fixed bugs with wrong rank of fleet ships when joining the instance
•   Instance loading times increased
•   Server technology improved.
•   Hundreds of other bugs and technical issues fixed

Conclusion.
When new features are introduced they always play out differently with large number of players. Expect problems, report them and they will be fixed. Keep an open mind because the game is still in development and is not released.
 
Plans for next patch
•   Raids
•   Land in port battles
•   Improvement of server events
•   And probably a weekly pvp tournament

all ships that were on sale on contracts were bought out by the game. money added to your gold count.
some ships have changed color of the tooltip. Stats are the same but the color could have change to indicate that there might be better ships now of this rank or type.

Asid:
Weekend hotfix for patch 9.66
Community Announcements - Gamelabs


Patch was deployed today

Speed bonus for ships was turned into % by mistake - reverted to absolute.
Hostility points generation has been tuned
Hostility points drop reduced
Visual bugs for several ships fixed
Trader loot updated for new resource weights
Certain changes in prices and weights were done
All resources used in ship crafting had their weights lowered
Indefatigable cannons fixed
Giant sailor touching pig cloud fixed
Map mouseover tooltip showing port resources removed to avoid confusion as it was showing pre-war resources for many.

Asid:
Hotfix for patch 9.66
26 OCTOBER   -


Speed was slightly reduced for several vessels including Endymion
Contracts can now be placed for medical kits, repair kits and other items.
Cannonball splinter damage slightly reduced for raking fire (from bow and from stern)
Regional bonuses information was added to a port tool tip
French refit and british refit slightly tuned
Prices were updated for standard resources
NPC distribution changed (less large fleets more solo or small fleet targets)
Several redundant resources removed from blueprints
New sources for naval materials and for rare woods were added to NPC supply

Asid:
Hotfix 3 for patch 9.96


Hotfix was deployed today
•   Allies now generate hostility if sank in port waters (first reported by Plak and Jeheil)
•   Alliances bug was supposedly fixed. Alliances should work as intended and no reset was required. We will continue monitoring the situation (thanks Anolytic for timely warning)
•   Port battle entry was closed for some captains due to bug - fixed
•   Certain bugs with contract pricing and delivery orders fixed
•   Supply of materials from NPC lowered (and might get lowered again) we overestimated NPC production capacity. 
•   Critical bug with disconnects of players attacking on borders of capital protection waters fixed
•   BR changes for higher tier vessels was done to solve some of the problems with port battles (for example 25 ingermanlands vs 25 agamemnons)
•   Speed adjusted for several vessels
•   Niagara and Brigs slightly buffed in terms of HP and combat performance
•   Acceleration slightly lowered for 4th rates and higher (remained the same in 1st rates)
•   Wood types color schemes changed for certain wood types
•   Weights and recipe adjusted for War supplies
•   Other fixes and bugs
2-4/3-5 upgrade slots crafting change did not get in. It took more time than we expected.

Asid:
Patch 9.97 New events, crafting changes and other things!
Community Announcements

Hello Captains. New patch have been deployed.

What's new:
Crafting changes: Fine woods removed from the game until further notice. Fine woods are no longer required for ship crafting and no longer drop during tree growth. NPC buyers have been instructed to buy fine woods at good prices if players decide to sell their acquired stocks.

As a compensation for all the struggles with fine wood two uncrafteable ships were added to redeemables to all players across all servers.   

PvE events – run daily
•   Time challenge – destroy 2 enemy ships in shortest possible time.
•   Kill challenge – destroy as many enemy ships in 30 mins. (Boarding does not count) - every kill grants +1 repair for the player.
•   Events are provided for testing. Initial ship for all events is Cerberus. In the forthcoming hotfixes and patches we will add variety to ships, enemies and challenges (demasting, boarding, etc).

PvP events – run 3 times a day.
•   3 PvP events per day added (one shallow waters one deep waters) that will spawn in 2 fixed locations on the map.
•   Deep water – Hispaniola channel (closest FT La Tortue and La Navasse)
•   Shallow water – Bahamas sand bank (closest FT Shroud Cay and Cayo Romano)

Other changes
•   Ships can now be sent from outpost to outpost (tow request). Sent ships will be delivered during maintenance. Please be wary when sending ships into contested ports.
•   War supplies can only raise hostility to 50% and not more to remove the risk of hostility bombs
•   Social perk returns reformed as Signaling perk. Signaling allows entry to the battle until the battle rating of both sides is somewhat equal.
•   Coward perk was removed
•   Brace command added for testing. Brace reduces incoming crew damage significantly and acts as a crew shock locking some of the on deck activity (repairs, reloads). It allows only yard turning as those crew on sails/yards are immune to deck damage.

Fixed bugs:
•   Fixed rare bug with group list disappearing from the screen
•   Fixed bug with incorrect BR calculations for several NPC ships in fleets
•   Fixed bug that allowed spawn of same characteristics for NPC captured ships creating double bonuses
•   Several critical exploits fixed thanks to the player Qw569

Tunings:
•   Duel room distance increased to 1km
•   Cannonball splinter damage somewhat lowered again
•   Max possible grape damage slightly increased
•   Hostility points adjusted and now depend on ship class. Port hostility points requirements adjusted as well. Approximate numbers = 1st rates 700 pts/unrated 100 pts.
 

Port battles entry zones algorithms and capture points placement still requires work and will be deployed in a hot fix within next week or two.

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