Forum > Naval Action
Naval Action: Patches/Updates
Asid:
Hotfix for patch 9.97 - Land in port battles and the end of battle result screen camping
21 DECEMBER - GAMELABS
Hello Captains.
Land in port battles was deployed today.
This is an experimental feature and will require a lot of testing and tuning.
Key concepts.
What is removed
• Removed - battle circle of death. It will be no longer necessary as we found the way to completely eliminate the need for kiting, running and griefing in port battles.
• Removed - BR difference requirements. It is no longer necessary due to objectives in the port battles. Control objectives and you win the battle.
• Removed - Tower requirements. If you controlled key points in real world port battle towers and forts would eventually surrender. Towers and forts are no longer a requirement for victory. But they are still going to be present and sometimes make things easier for the defenders. Tower and fort placement will be based on their current open world positions.
What is new
• Port battles will be conducted in the harbors of regional capitals
• Tower and fort placement will still be somewhat random but their number will depend on the city size. If new port battles will be fun some forts could be placed near objectives.
• Entry to port battles. Entry to port battles will be purely positional from the open world. There will be two large circles around the port. Defenders can enter anywhere within the smaller circle. Attackers can enter anywhere in the large circle sometimes attacking from several different directions.
• Initial wind will be determined from the open world on first entry to the port battle. That wind will stay static for a certain time and then will change based on the old proven formula sometimes providing equal opportunity for both sides. This means that timing the port battle start and entry matters and attackers have to carefully decide when to enter the port battle.
• Capture zones (a-la BF3 conquest mode). 3 1.5km circles are placed in the harbor. Controlling those zones gives points.
• Sinking enemy ships gives points to your side
• Losing ships subtracts points from your side
• Destroying towers and forts gives additional points (approximate time to destroy a large fort for a perked mortar brig = 12 mins)
• The side which gains 1000 points first - wins
• Alternatively you can get an immediate victory if you sank all opponents (or they all escaped exiting the battle).
To test the port battles properly we suggest the following
1. To reduce the cool downs between failed port battles and won port battles to the minimum
2. Provide ship chest reward for successful attacks or defensive action to all participants.
Concerns
Some port battles will be immensely fun due to harbor geography. Some battles will be very weird (especially in narrow passages). Some harbors will favor attackers, some harbors will favor defenders.
Example of entry circles and capture points:
--- End quote ---
attackers will be able to enter anywhere from the outside circle, defenders will be able to enter anywhere in the inner circle.
Approximate time at good wind to sail through all capture points is 25 mins on the good speed frigate. Against the wind it will take up to an hour. Thus attackers will have to control wind carefully.
Points distribution
Kills/Sinkings
Sinking enemy ships or losing your ships grants points according the following scheme.
1. Lineships 40 pts
2. All other ships 25 points.
Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer).
Forts and towers.
1. Towers 50 points
2. Forts 150 points
Capture zones
1. Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy.
2. 1 ship will capture the zone in 120 seconds
3. 3 ships will capture the zones in 30 seconds.
4. Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates.
All numbers are initial and will require testing and tuning.
For testing purposes cool downs on port battles were reduced.
• Failed PB can now be repeated in 1 day (instead of 3)
• Captured regions now can be recaptured in 3 days (instead of 10)
• Paints and Ship chests from events are added as victory rewards to port battles (both attacking and defensive victories)
To improve the ability to enter the port battle from distance if the port is behind land you can now click on buildings to bring the entry screen up. (you can still click on swords to enter the port battle).
Battle result screen camping fixes
Battle result screen camping options were reduced. For the discussions on this topic please visit this thread:
http://forum.game-labs.net/index.php?/topic/17803-battle-screen-camping-log-off-camping-final-proposal/
When the battle is over you will now have 2 options:
• Exit to open world within 5 mins
• Exit to the nearest friendly port
If you don't exit to the open world in 5 mins then you will only be able to exit to the nearest friendly port.
This feature solves 2 important problem - sitting in BR screen to deny battles, wasting time for you and those chasing you. And camping in BR screen to attack unsuspected players from the safety of the BR screen.
Other changes
• Some upgrades, perks, regional bonuses increasing ship speed were reduced.
• Speed adjusted for 2nd rates, 3rd rates and HMS Trincomalee
• Mast HP was modestly increased (30% on average)
• Speed penalty for reinforced masts was slightly reduced
• Determined defender perk was removed. If you have DD it is a useless perk now.
• Bot routes were changed to reduce dense NPC distribution in certain areas
• Bot composition were changed to reduce numbers of line ships
• Number of forts and martello towers now can depend on the city size (1 fort + 1 tower for smallest cities 3-4 forts + towers for largest cities) - this feature will be tuned further going forward.
• Free camera (with some limitations) returned to the open world.
• Fixed bug where towers were shooting at captured ships on your side
• Several other minor bugs fixed
Asid:
Testbed: Content Patch 9.98 deployed today.
17 FEBRUARY
Hello Captains.
Patch have been deployed to testbed. Here is a brief description.
• Challenges: PVE challenges now provide the ship for you. No need to purchase the ship anymore to participate in challenges.
• 1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources.
• You can now use the hold of your fleet ships.
• Admiralty store has been added for testing. The content is not final, prices are not final and what is sold in stores is mostly for testing the systems. The following rewards were added
o City Key - for raids or port attacks or defences
o Battle Ensign - PVP reward
o Short Pennant - PVE reward
o Trading Manifest - reward for trader ships or trading missions etc.
o Each reward can be used for exclusive content in admiralty stores (test content to test systems provided in testbed).
o All rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
• Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future.
• Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters.
• Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves huge number of problems for a minor price.
• Ship paints can now be stored in clan warehouses.
• Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles.
• Chain shot damage fall off from distance implemented and added to game.
• All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
Asid:
Information on the forthcoming mega patch to live servers.
15 MAY - GAMELABS
Captains.
Wipe patch is coming this month. The following content will be deployed to live servers. The deployed content is going to be more stable as it was properly checked on the testbed servers by a QA team and our amazing community volunteers who spent a lot of time on the testbed and provided a lot of feedback on bugs and improvements.
Estimated time of deployment of the patch is between 15th May and 24th May. We are testing the Nation change item (Forged Papers) now that is absolutely critical for the problem-free delivery of the wipe patch.
Here is what you can expect in the patch to live servers.
New changes:
• Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
• Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you donТt get that penalty
• Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
• New sounds system is implemented. Crew responds to your actions and intensity of combat.
• All ships now have 1 durabilities with the corresponding change of required resources.
• You can now use the hold of your fleet ships. New perks are introduced for fleet management
• Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
o PVP marks - for high end frigates permits and skillbooks
o PVE marks - for certain ships, skillbooks, resources and some other items
o Conquest marks - for port battles and permits for lineships
o Trading Manifest - reserved for potential future use.
o Each reward can be used for exclusive content in admiralty stores.
o PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
o Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
• Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
• Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks.
• Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
• Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
• Ship paints can now be stored in clan warehouses.
• Chain shot damage fall off from distance implemented and added to game.
• Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details[forum.game-labs.net])
• Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
• Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
• Bot routes and npc fleet composition significantly improved.
• Guns are now sold in units and can be crafted.
• Rookie zones removed. Rookie capitals are added back to respective regions. (Details[forum.game-labs.net])
• Assign crew functionality in instances updated and somewhat improved.
• Resource transport between free towns removed
• Ship transport between outposts removed
• Teleport to freetown removed.
• Outpost to outpost transport is now only available between national towns.
• Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
• Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
• Shipyard is added back and is a required building for ship crafting
• Lineships blueprints are now available in the admiralty. Lineships require permits to construct
• Gifted perk removed
• Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
• Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
• Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
• Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
• Contracts on cannons can be placed in stores.
• Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
• Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world.
• If you alt-f4 in battle you will be sent to the OW after battle
• If you exit the battle and do nothing - normal disconnect mechanics will apply.
• You can now loot hold from sinking ships if you are near the sinking enemy vessel.
• NPC Ship capture on the PVP server
o From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
o PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
o PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
o This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
• Alliances tab disabled temporarily until alliance rework
• Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details[forum.game-labs.net])
o New planking trims added to game. Redundant trims removed
o New wood types added to game
• Invisibility added when exiting battles under following conditions
o Both Sides will receive 1 min invisibility on exit.
o You cannot be attacked or attack during invisibility.
o Invisibility persists even if you die and spawn in port (lets say Free town)
• Cannons can now be stored in the warehouse
Tunings:
• Map zoom increased 2x in commander tablet
• Port battle time increased to 105 mins
• Accuracy and damage from land based guns increased by 15%
• Points for kills increased by 50% in port battles instances
• Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
• If you sink in battle you will still be able to see the compass and wind indicator
• Brace command is now a toggle
• All contracts that are more than 15 days long are going to be automatically cancelled from now on.
• All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
• Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
• Military NPCs now sometimes drop repairs as loot
• Sugar added to many regions as resource - for rum production
• Boarding preparation growth increased
• Perk points are given to player faster - you will get 10 perk points 2x earlier.
• Crew requirement lowered on 4lb,6lb and 12lb carronades
• Tow to nearest deep water port do not check the hold weight any more
• Redwood logs abandoned; blueprints using redwood now use lignum vitae.
• Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
• Fire damage is increased by 25%
• Split function is improved
• Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
• Fixed Rattlesnake figurehead bonuses bugs
• Added a tooltip to cannon crafting blueprint
• Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
• PVP content in the admiralty store rebalanced.
o PVE server will have different prices and mark conversion options
• Fleet and fort kills are properly counted to your fleet if you did the most damage
• Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
• When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
• Recently killed flag is not given if you were sank by NPC
• Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
• Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
• Minimal crew requirement lowered on all traders
• Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
• It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
• Copper mine building removed, copper removed from all blueprints.
• Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
• Changed NPC production limits on certain resources
• Port battles now properly allow PB battle points for recently killed captains (including pvp marks)
Fixed bugs:
• Ship reverse speed bugs fixed
• Trade window bug fixed (players lost their ships they traded via trade window)
• Cargo duplication bug fixed
• Fixed bug that did not allow to access hold for NPC ships in missions and events
• Fixed bug that allowed to receive marks for basic cutter
• Fixed bug that allowed your sank vessel to magically appear in the BRS screen
• Fixed a memory leak with open combat information window.
• Fixed UI bugs in ship to ship transfer
• Bug causing blueprint drop during breakup removed
• Fixed most bugs not giving rewards for sinking surrendered ships
• Shipyard and workshop resource requirements bug fixed.
• Several instance crashes bugs fixed
• Fixed bug that did not allow you to craft even if you had a free slot in the port
• Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
• Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
• Fix bug that allowed ships added to fleets without the perk in outlaw battles
• Fixed several bugs with hold informational updates
• Fixed bug that allowed bots to repair guns indefinitely
• Fixed bug that increased deceleration on the Cutters
• A lot of minor bugs fixed
One more hot fix will be deployed to the testbed before the wipe patch, the team is fully focused on the delivery of the wipe patch to live servers.
this topic will be updated with clarification and cross links to detailed information on some of the issues mentioned in the notes.
Asid:
Mega patch 10.00
24 MAY - GAMELABS
Captains.
Patch has been deployed to live servers.
• All assets, ships, resources have been reset.
• Player experience and Craft experience has been provided in form of redeemables. Please use them wisely.
• 4 ships has been provided for a head start
o Pickle
o Surprise
o Indefatigable
o Trader Brig
• Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future.
• Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start.
• Please do not use XP redeemables if you want to delete your character. Used redeemables are gone forever.
• Unused redeemables will remain on the server if you delete your character, but only UNUSED redeemables. Please be careful with them.
• Game has 3 servers
o PVE
o PVP EU - with restricted port battle timers
o PVP Global - no restrictions on port battle timers
Changes provided in the last couple of days to testbed
o New regional refits blueprints and skill books have been added
o Heavier guns still require coal, lighter guns require charcoal for production
o Coal was repositioned to provide more goals in conquest
o UI bugs were found and mostly fixed
o Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen
o PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks)
o PvP server has conversion store switched off - but it might come back in the future in some form.
o Trader ships BPs were added to admiralty stores.
o Preliminary hostility changes
• Nation has 3 Port battles allowed instead of 2
• Port battle starts in 22 hours after hostility reach 100% not in 46 as before
• War supplies can now only be delivered to the regional capitals (not every port)
Patch changes:
o Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
o Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty
o Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
o New sounds system is implemented. Crew responds to your actions and intensity of combat.
o All ships now have 1 durabilities with the corresponding change of required resources.
o You can now use the hold of your fleet ships. New perks are introduced for fleet management
o Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
• PVP marks - for high end frigates permits and skillbooks
• PVE marks - for certain ships, skillbooks, resources and some other items
• Conquest marks - for port battles and permits for lineships
• Trading Manifest - reserved for potential future use.
• Each reward can be used for exclusive content in admiralty stores.
• PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
• Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
o Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
o Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks.
o Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
o Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
o Ship paints can now be stored in clan warehouses.
o Chain shot damage fall off from distance implemented and added to game.
o Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details)
o Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
o Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
o Bot routes and npc fleet composition significantly improved.
o Guns are now sold in units and can be crafted.
o Rookie zones removed. Rookie capitals are added back to respective regions. (Details)
o Assign crew functionality in instances updated and somewhat improved.
o Resource transport between free towns removed
o Ship transport between outposts removed
o Teleport to freetown removed.
o Outpost to outpost transport is now only available between national towns.
o Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
o Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
o Shipyard is added back and is a required building for ship crafting
o Lineships blueprints are now available in the admiralty. Lineships require permits to construct
o Gifted perk removed
o Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
o Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
o Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
o Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
o Contracts on cannons can be placed in stores.
o Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
o Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over.
o Player exiting battle spawns in the open world.
o If you alt-f4 in battle you will be sent to the OW after battle
o If you exit the battle and do nothing - normal disconnect mechanics will apply.
o You can now loot hold from sinking ships if you are near the sinking enemy vessel.
o NPC Ship capture on the PVP server
• From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
• PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
• PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
• This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
o Alliances tab disabled temporarily until alliance rework
o Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. ( Details[forum.game-labs.net] )
• New planking trims added to game. Redundant trims removed
• New wood types added to game
o Invisibility added when exiting battles under following conditions
• Both Sides will receive 1 min invisibility on exit.
• You cannot be attacked or attack during invisibility.
• Invisibility persists even if you die and spawn in port (lets say Free town)
o Cannons can now be stored in the warehouse
Tunings:
• Map zoom increased 2x in commander tablet
• Port battle time increased to 105 mins
• Accuracy and damage from land based guns increased by 15%
• Points for kills increased by 50% in port battles instances
• Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
• If you sink in battle you will still be able to see the compass and wind indicator
• Brace command is now a toggle
• All contracts that are more than 15 days long are going to be automatically cancelled from now on.
• All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
• Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
• Military NPCs now sometimes drop repairs as loot
• Sugar added to many regions as resource - for rum production
• Boarding preparation growth increased
• Perk points are given to player faster - you will get 10 perk points 2x earlier.
• Crew requirement lowered on 4lb,6lb and 12lb carronades
• Tow to nearest deep water port do not check the hold weight any more
• Redwood logs abandoned; blueprints using redwood now use lignum vitae.
• Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
• Fire damage is increased by 25%
• Split function is improved
• Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
• Fixed Rattlesnake figurehead bonuses bugs
• Added a tooltip to cannon crafting blueprint
• Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
• PVP content in the admiralty store rebalanced.
o PVE server will have different prices and mark conversion options
• Fleet and fort kills are properly counted to your fleet if you did the most damage
• Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
• When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
• Recently killed flag is not given if you were sank by NPC
• Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
• Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
• Minimal crew requirement lowered on all traders
• Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
• It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
• Copper mine building removed, copper removed from all blueprints.
• Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
• Changed NPC production limits on certain resources
• Port battles now properly allow PB battle points for recently killed captains (including pvp marks)
• Wood planking splinter crew resistance now properly affects crew damage
• Skillbooks tooltip now properly show if you know it or not
• Fixed bugs appearing during redeeming of the Yacht
• Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks
• Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content.
• Nation change item added to the game. We will provide it for mass testing this week.
• Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter.
• Fixed bug causing your knowledge level to work on a ship captured from you
• Ship knowledge skills now work on your fleet ships
• Food supplies added to certain regions allowing the construction of the Farm
• Copper completely removed so you can now make war supplies and muskets without copper
• Barrels blueprint updated
Fixed bugs:
• Fixed the bug that did not allow entering of missions as a group
• Missions now should allow fleets of mission rank and bellow
• Fixed bug that did not repair leaks during OW repair
• Fixed pirate bot distribution in the pirate regions
• Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type
• Fixed the bug causing all items to be bought in stacks of 1
• Fixed the bug causing permits to drop when breaking up crafted vessels
• Ship reverse speed bugs fixed
• Trade window bug fixed (players lost their ships they traded via trade window)
• Cargo duplication bug fixed
• Fixed bug that did not allow to access hold for NPC ships in missions and events
• Fixed bug that allowed to receive marks for basic cutter
• Fixed bug that allowed your sank vessel to magically appear in the BRS screen
• Fixed a memory leak with open combat information window.
• Fixed UI bugs in ship to ship transfer
• Bug causing blueprint drop during breakup removed
• Fixed most bugs not giving rewards for sinking surrendered ships
• Shipyard and workshop resource requirements bug fixed.
• Several instance crashes bugs fixed
• Fixed bug that did not allow you to craft even if you had a free slot in the port
• Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
• Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
• Fix bug that allowed ships added to fleets without the perk in outlaw battles
• Fixed several bugs with hold informational updates
• Fixed bug that allowed bots to repair guns indefinitely
• Fixed bug that increased deceleration on the Cutters
• A lot of minor bugs fixed
Next steps
• Better PVE content (including some ai improvements)
• UI rework and localization
• Hostility improvements (including raids)
Asid:
Hotfixes 1-4 to patch 10.00
1 JUNE - GAMELABS
Captains,
Here is the list of changes that were deployed to live servers this week
What's new
• Refits blueprints are added to the admiralty stores for pve marks and removed for drop. We do not want luck in drop to affect gameplay for captains.
• 5 new ports added for coal production for balance the distance from capitals between all nations
• Neutral counties were added to the PVE server to provide easier access to coal
• On the pvp server coal is a conquest resource and nations must capture it from others to be able to make advanced guns
• Protractor tool added to map in the open world
Gameplay tuning
• Time to sink increased for vessels to allow a bit more space for loot pickup.
• Gross ventre hold increased to 1900
• War supplies pricing adjusted
• Outposts and docks prices slightly adjusted
• Mast hp and thickness increased for mid and top sections
• Maintenance time moved 1hr earlier
• Lock down before and after maintenance reduced for Global server
• Conquest marks moved for rework and rebalance. Lineships prices are now in pvp marks
• Capture zones updated for port battles in West end and Marsh harbour
• Ports no longer buy ships at zero and purchase them at 30% of base price
• NPC Ships prices adjusted to provide more benefits to crafters, it will take some time (up to a week) for this effect to spread across the Caribbean
• Trading resources weight increased to provide the opportunity for more players to trade. Current supply of trading resources across caribbean remained the same - average profit remained the same. Only weight changed. Traders won't be able to clear out the whole port alone as before. Giving others the chance to buy the resources.
• Tow to port TEMPORARILY changed. Due to teleport bug (that we are still fixing) that can send you across the map (sometimes to the pacific) we have changed it back to capital (increasing cool down to 6 hours). Otherwise player were stuck on the other side of the globe sometimes without the option to return
• Signaling perk removed for rework and rebalance (because it did not work as intended)
• Swing bed and elevating screw, Sur le Canonnage a Bord, Gunnery Encyclopedia, Table of parts of Ships of War angle bonuses temporarily removed for bug fixing (they will come back)
• Regional bots routes slightly improved
• Labor hours for cannon production/repair production reduced by approximately 30%
• Cool-down for armor and crew repair is now 10 mins to test combat repairs on with a wider audience (previously it was ran on testbed only). Please hold your swords on this if you want no repairs or longer cool downs.
• NPC Traders no longer have contraband status. That was causing a lot of issues when attacking them sometimes (due to their duality status). All regions have enemy traders assigned to them for easy privateering. As a result of this change some traders might have protection now (as they are no longer contraband carriers).
• NPC traders now always try to stock goods on the routes back from their trading destinations
• Combat npc ships now always try to carry something of use
• Low level mission rewards slightly increased
• Crafting notes blueprints removed
Fixed bugs
• Fixed bug with negative rewards for delivery orders
• Several bugs fixed for the UI
• Cannon weights fixed
• Morgan bluff can now produce coal and iron again
• Fixed bug that did not allow Port battles to be set up on the Global server
• Critical cannon stacking bug fixed (that caused locked cannon ui requiring players to relog).
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