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Naval Action


Author Topic: Naval Action: Patches/Updates  (Read 7650 times)

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #45 on: June 02, 2017, 03:47:13 PM »
Patch 10.1 - Such is a lord
Naval Action - Gamelabs

Patch will be deployed today to live servers.

Changes to conquest
Conquest changes significantly but we want to keep the details about the change vague.
Conquest marks as a reward for damage port battles are removed - so don't be upset when you don't get conquest marks in today's battle that will happen after maintenance. Conquest marks will be distributed differently from now on.

Certain regions significance increased for conquest.

Capitals of the regions your governments demand to bring under control of your nations and will provide additional benefits for them:

   Santo Domingo
   Cartagena de Indias
   San Juan
   Port Au Prince
   San Iago
   Morgan bluff
   Vera Cruz
   Nouvelle Orleans
   Bridge town
   Road Town

National governments and Brethren of the coast councils will consider current state of the map status quo and will only provide conquest marks for the increase of the land and its control.

For more information read this topic http://forum.game-labs.net/index.php?/topic/20628-such-is-a-lord-part-2/#comment-418142

Other changes

   PvE to PVP mark conversion improved on the PVE server to provide for the above mentioned change.
   Additional UI bugs fixed
   Stability of the bug reporter improved

Mystical bug bringing 6th rates into 7th rates missions is still being searched for. We can't reproduce it so please send us more reports from inside the missions while you run away from that rattlesnake

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #46 on: June 09, 2017, 01:53:11 PM »
Hotfix 1 for Patch 10.1

Captains - hot fix is being deployed today to live servers

   Low level missions fixed - 6th rates no longer spawn in 7th rate missions
   Brace now protects your crew from explosions (unless its you who explodes). If you know someone is planning to explode use brace to reduce crew losses.
   Fixed bugs with rum repairs - surgeon now repairs 30% crew and uses rum properly in instance (1 crew = 1 rum)
   Increased hostility points generation from pve and pvp by 25%
   Bellona and 74 blueprints added to a pirate den
   Speeds at certain angles and turn rates adjusted (mostly improved) for the following vessels
  o   Privateer (angles to wind turning)
  o   Lynx (turning)
  o   Niagara (angles to wind)
  o   Rattlesnake (turning)
  o   Renommee (turning)
  o   Cerberus (speed)
  o   Snow (speed, angles to wind)
  o   Brig (speed, angles to wind)
  o   Endymion (turning)
  o   Constitution (turning)
  o   Mercury (angles)
  o   Surprise, Endymion and Renomme were too fast at close angles to wind and their bonuses the were slightly reduced (approximately 0,5 knot loss at 15 and 45 degrees to wind)
   Several important bugs fixed

Significant changes
   Basic cutter is now a basic pve farming ship. It will not be able to attack players and join pvp battles and outlaw battles (battles originated against the player) as reinforcement. It will still be pulled into combat instance if he is in the pull circle.
   Open world Unstuck command (Tow to port) has returned to its original form. It sends player to the nearest deepwater port (not to capital). It was a temporary change because we had to the random teleport bug.
   Ship knowledge tree requirements were relaxed and changed at high level ships.

Experimental feature
   Hull and Rig repairs now share cooldown to provide more depth in combat tactics

We plan to address fleets in outlaw battles issues this month. We know it is an important issue.

Please try not to hoard your conquest marks and spend them - we plan to gradually increase prices for permits over time.

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #47 on: June 13, 2017, 02:20:01 PM »
Patch 10.2 - Mission changes, crafting, ROE, and other improvements
Naval Action - Gamelabs


Patch have been deployed to live servers today.

   Solo orders are now available for all ranks (despite they were reducing the feel of the hunt - players loved them). It was a mistake to remove them before mission agents were implemented.
   Basic cutters are no longer pulled into PVP battles with the following conditions:
  o   basic cutter cannot attack other ships (including basic cutters)
  o   basic cutter can be attacked
  o   basic cutters are not pulled into battles if you attack another ship
  o   basic cutter ARE pulled into battles if you attack a basic cutter
   Snow HP is increased
   Trader ships can now carry cannons - and will carry them. This will allow cargo hunting and baiting unprepared privateers.
   Trader ships overall speed slightly reduced (by 0.4 knots)
   Deceleration times reduced for the following vessels:
  o   Cutter
  o   Pickle
  o   Brig
  o   Navy Brig
  o   Snow
  o   Cerberus
  o   Frigate
  o   Belle Poule
  o   Essex
  o   Indefatigable
  o   Pirate frigate
   Snow, Cutter, Lynx speed slightly increased
   Sailing rigs and refits rebalanced (with speed bonuses reduced)
   Defensive War supplies dumps now give correct decrease of hostility
   Crafted set bought by freetowns now contain more shipbuilding materials (to provide more ship building options for players operating from freetowns
  o   NPC will sell those resources they bought at cheaper prices
   ROE timer problems fixed and some timers are tuned.
  o   Players will no longer be able to attack directly from invisibility
  o   Invisibility timer reduced to 30 seconds (players coming out of invisibility won't be able to attack for another 30 seconds)
  o   Battle closing time reduced to 3 minutes from 5 minutes
   Demasting rebalanced.
  o   We were not satisfied that too many pvp fights focused only on demasting and it will be much harder to destroy lower mast sections from now on.
   Labor hour costs of repair rig materials became lower
   Lower caliber guns costs were reduced
   Loot tables updated and npc combat ships will drop rare refits and admiralty skillbooks (previously only available for pvp marks)
   Endymion now uses correct pumps (and no longer requires 60 men to operate)
   Fort positions updated for several ports
   Furnishings price changed from pvp marks (25) to pve marks (300)

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #48 on: June 21, 2017, 03:59:38 PM »
Patch 10.3
Naval Action - Gamelabs


Patch is being deployed to live servers

What's new
   Special event added that will happen from time to time somewhere in the Caribbean
   Knowledge slots unlock pre-requisites requiring you to sail previous lower level ships, removed from the game, knowledge slots and their xp requirements remain
   PvP marks and PvE marks removed and replaced by Combat marks
   PvP kills now give 2x combat marks to the previous pvp marks (if you got 2 pvp marks for kill you would get 4 combat marks)
   PvP marks conversion added to convert left over pvp marks into combat marks
   Rookie Brig and Rookie Snow added to low level missions
   Added the ability to switch ships with fleet in ports (even without outpost)
   Skillbooks and Books now provide a tool tip in the admiralty/pirate den store (to see the requirements and bonuses place the mouse over the result of the exchange in the right window which appears after you click on the skillbook or book)
   Book tab is added to port store
   Improved (relaxed) speed requirements and time requirements to pick up loot from sinking ships

Fixed bugs
   Fixed the bug that did not transfer the crews between gunnery and sailing crew focuses when you had extra crew
   Fixed the bug that did not start the storm preset in the instance
   Fixed the bug that did not apply hold optimization bonuses in the instance
   Fixed the bug that did not repair ship in the OW if you had minor damage
   Fixed the bug that you could sell items to port if the port was not supposed to buy those items
   Fixed the bug that did not let you place contracts in neutral ports
   Fixed the bug that sometimes locked the amounts you could sell to 1
   Fixed the bug that did not start the port battle if the port battle time fell onto the port battle lock down times (1 hr before or 1 hr after of maintenance)
   Fixed the bug that blocked purchase of 36lb guns under contracts

   Hull repairs, Rig repairs and Rum are now placed into consumables section in the port
   Trading goods consumption by Npc traders slightly increased
   Furnishing requirements for 4 lower level vessels reduced
   Several ships were removed from NPC stores to promote crafting, the margins for the remaining ships were reduced
   Removed explosion strength from basic cutter
   Reduced resource requirements for 7th and 6th rates
   Minor speed rebalances were done for Bucentaure, Pavel, Endymion, Wappen, Agamemnon
   OW speeds slightly rebalanced

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #49 on: July 17, 2017, 12:54:16 PM »
Patch 10.4 Conquest changes, Battle Groups, Wapen von Hamburg (III)
Naval Action - Gamelabs

Good day Captains

Patch is being deployed to live servers
What's new:
   Conquest mechanics changed.
 o   Conquest marks converted to combat marks at 10 combat per conquest mark
 o   New mark added - Victory Mark (pve server will receive a combat mark to victory mark conversion)
 o   Victory mark will be granted for map wins (not port battles) using the legacy system (old control will move to the next round)
 o   The whole nation (captains who logged in during last 14 days) will receive a victory mark if their nation wins the map
 o   Map is won by the nation having largest number of conquest points.
 o   Points are received from 3 sources:
     port control - nation gets 1 point for most ports, 3 points for important ports:
      Santo Domingo
      Cartagena de Indias
      San Juan
      Port au prince
      San Iago
      Morgan Bluff
      Vera Cruz
      Nouvelle Orleans
      Bridge town
      Road Town
    wins - nation gets 1 point per win
    losses - nation loses 2 points per port loss
    This reduces the incentives for port trading as you lose a lot more points by trading ports
      Current map win cycle is set at 1 week for testing

   New group type added - Battle Group
 o   If battle group is attacked only battle group is pulled into battle
 o   If battle group attacks only battle group is pulled into battle
 o   If attacked by another Battle group BR checked between battle groups only
 o   Battle group size - up to 25 ships
 o   Important - all allies who are not in a battle group will only be able to join using reinforcement circles
   PVP combat mark rewards increased significantly
   Invisibility now has a speed buff and allows you to ignore wind
   We added a possibility to review the ship that you just boarded in the inspect ship interface
   Combat news channel added allowing you to see whats going on in pvp right now
   Admiralty pvp daily leaderboard added - showing top 15 captains by pvp kills
   The pull circle has moved to defender as an experiment
   Fleet ships will now be pulled to outlaw battle
   We have brought the ability for the clan creator to transfer the creator (founder) status to another person
   We have added the ability for officers to promote other members to officers
   Clan warehouse expansion is added
   Blueprint and permit changes
 o   Blueprints of Rattlesnake heavy, Ingermanland, Niagara, Wappen von Hamburg have been added to game (they all require permits that were added to the admiralty as well for victory marks)
 o   Ocean, Santisima and Pavel permits are now available for victory marks
 o   Bucentaure, 3rd rates and HMS Victory permits are available for combat marks

Fixed bugs:
   Fix the bug which did not trade the ship you were trading to your counterparty (thanks to Banished Privateer)
   Finally fixed the bug with random teleports in the world
   Fixed the bug when the player could be present both in the OW and the battle instance
   Fixed the bug which randomly removed the player from the open world if he Alt F4 during exit from battle
   Fixed the bug which did not update the Open world speed if the fleet was dismissed
   Fixed a ship duplication exploit (thanks to Banished Privateer)

   Agamemnon now requires shipyard lvl 2
   NPC no longer can gain hostility by sinking other NPCs
   Tow to port does not tow you to county capitals anymore (to fix the potential PB expoit). It sends you to common deep water port, but excludes county capitals
   Ships sink a bit longer
   Permit prices were rebalances slightly
   Trincomalee side HP and thickness was buffed slightly
   NPCs no longer sail rattlesnakes, Niagaras and Ingermanlands
   War supplies can now get 100% hostility
   Removed the outdated ability to leave the battle for the side with large BR difference

After this patch is stabilized we will be starting to work on Unity 5 transfer

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #50 on: July 21, 2017, 04:31:47 PM »
List of hot fixes applied to patch 10.4 this week
Naval Action - Gamelabs


Here is the list of cumulative fixes that were applied to 10.4 patch during this week:

   Mark limit increased from 1000 to 10000. Lost marks due to previous limit were compensated via redeemables.
   The exclusive content despite being a good idea is not received well by the players. Victory marks could converted from combat marks on all servers. Players of less competitive nations would be able to get access to victory marks using pve or pvp (but a bit slower).
   Speed upgrades and skill books rebalanced (severe nerf) - total bonuses from speed upgrades and wood types won't exceed 22-23% (previously 45% which was too much)
  o   Wood types speed characteristics slightly rebalanced as well - (changes in yellow)
   Caps for thickness, armor and sail hp increased by 5%
   Victory marks will only be granted to captains with rank post captain and higher

Fixed bugs:
   Fixed bug with contracts not listed in port shop.
   Fixed bug with invisibility state after battle is over on players that left that battle earlier.
   Some UI fixes in conquest tab
   Fix bug when forts and towers did not spawn in battles

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #51 on: July 28, 2017, 02:15:50 PM »
Hotfixes for patch 10.4 - Ship capture comes back to pvp servers.

Captains, cumulative fixes that were applied to 10.4 patch during this week:
Ship capture
   Ship capture from NPC returns to PVP servers. All ships from rank 7 to rank 5 are captureable from NPCs.

   Crew sailing requirement reduced for speed upgrades and skill books
   Conquest information changed to provide more clear information about conquest mechanic
   Wapen von Hamburg naming corrected
   Some survival upgrades rebalanced (significant boosts to repair time reduced)
   Leaks rebalanced (it will be possible to sink ships with penetrating holes under waterline again)

Fixed bugs:
   Fixed bug with NPC ship distribution in ports (thanks to Captain Banished Privateer)

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #52 on: August 15, 2017, 04:06:08 PM »
Hotfix 5 (08/15/2017)

   Fixed bug that allowed both repairs to be used on the ship if you recaptured a captured ship (Thanks to Captain Moscalb)
   Fixed bug that sometimes shown the negative time on the battle entry timer
   Added ship names to escaped and captured ships in the Tab Interface
   Significant streamlining changes to crafting levels and ship crafting XP due to ship capture
  o   Ships are now unlock in groups (by ranks) to give you the chance to craft popular ships instead of forcing you to pass through ships no-one wants
  o   Overall xp level required to progress is lowered

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #53 on: August 27, 2017, 05:29:46 PM »
Forthcoming patch final discussion.

We would like to present the final review of the coming features in general (some of which are partially on testbed).

Economy tuning
   Number of trips required for crafting will be drastically reduced
   Ship prices will be adapted to better suit older costs that included durabilities
   Combat marks permits and skill book prices will be adapted but some ships will remain rare and expensive
   Trading resources placement will be improved and demand and supply volumes adapted for new system

Hostility and map rework
   All ports will be split into capturable and non-capturable - the amount of ports will represent gameplay difficulty on these original difficulty levels
  o   Spain easy
  o   Britain easy
  o   USA easy
  o   France medium
  o   Netherlands medium
  o   Pirates hard
  o   Denmark hard (only 3 uncapturable ports)
  o   Sweden very very very hard (only 1 uncapturable port)
   Conquest will remain national - but will be ran by clans
  o   Clans gain hostility for the nation
  o   But rights to entry to port battle is decided only by clan who has highest hostility points for that port (only that clan and his allied clans will be able to enter)
   War supplies will be abandoned
   Regions will be split into individual towns. Nations will conquer individual cities.
o   Because regions will be removed from hostility (but will remain for historical purposes)
o   Hostility will now be raised using hostility missions or pvp or pvp in missions, (that will come back)
    o   Missions will only spawn in a certain radius near the town
    o   These missions will be open for all 1.5 hours so both defenders and attackers can react and come to the rescue
  o   We can set mission distance from the port so nations expand their territory gradually (not jumping directly into the backyards of their enemies).
   All capturable ports will be set as neutral during map reset (we could set them as historical national, but we wanted to give players an option to move resources out if they happened to move there).
   Neutral towns will have NPC defenses in port battle if they are attacked
   Because we will no longer need hostility related bots all OW bots can set into traders and occasional combat privateers who will attack players and enter battles from time to time (as before)
   We will remove rarer ships from missions and will add them to Open world fleets to encourage hunting.

Clan/Guild partial alliances
   Clan can allow entry to port battles to other clan by setting a friendly status in the clan management interface.
   Only clans set as friendly to the port battle creator will be able to enter port battles.

New taxation feature
   Nations will tax all transactions that are using money done through (Stamp tax)
  o   Private Trade
  o   Contracts (they are already taxed)
  o   Public trade using the stores
  o   Ship transactions
   Barter transactions will not be taxed
   Crafting and resource gathering will not be taxed

New town management features
   Clans will be able to set taxes in the city they control but not higher than the government level
   Clans will be able to set lower taxes up to 0
   Tax will be paid to clan if clan controls the port (directly to clan warehouse)
   Clans will be able to set controllable city neutral or national
   Clans will be able purchase trading outpost in the city increasing the volume of trading resources sold or bought in the town
  o   under consideration - clans will be able to set reinforcement level for their city
  o   under consideration - clans will be able to set the time they can be attacked on (like the old lord protector role) but this will cost money this time.
   Clans will have to pay maintenance for cities they control
  o   Maintenance will automatically be paid
  o   Maintenance will be calculated based on the city tax level but will not be lower than X (for example 500k per day)
  o   If maintenance is not paid the city will turn back to neutral
   If clan does not wish to control that city anymore
   No country for old men Reinforcements and new players protection program
  o   All free towns will turn into neutral towns with the exception of
    o   El Rancho
    o   Tumbado
    o   Shroud Cay
    o   La Tortue
    o   La Mona
    o   Aves
    o   Dariena
    o   Guayaguayare
    o   Neutral towns will allow pirate entry
    o   Neutral towns will allow normal teleports and building construction
    o   This means if nation A does not like free town there - they can capture it and turn into a national city
    o   And vice versa. If another clan does want a free town there - they can capture it and turn back to a neutral town (new freetown)
  o   All uncapturable major regions will provide protection to players of their nation (minor regions and all other towns will not provide this protection)
    o   If the player is attacked in that region he will be able to call to heavy reinforcements that will spawn within 500m of the player with the only goal - get his enemies to the bottom of the sea.
    o   Reinforcement fleets will be sufficiently buffed to both defend a player and not let the enemy escape.
    o   Skilled captains will of course be able to sink the person who they attack (if they bring good numbers) but they will sink too giving some closure to the defender if he sank.

Discussion thread - http://steamcommunity.com/app/311310/discussions/1/1473095331494747967/

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #54 on: September 11, 2017, 03:03:18 PM »
Patch 11. New ships, Improved conquest and rewards for pve and pvp and other exciting changes.
Naval Action - Gamelabs


Patch is being deployed today (might take a while).

Contents include

   Unity 5.
   New ships
    o   Wasa - ship note for combat marks
    o   Le Hermione - ship note for combat marks
    o   Prince Neufchatel - blueprint + permit
   Life improvements and better rewards
    o   Improved rewards for pve and pvp - to give better ability to recover losses
    o   Reduced XP for knowledge slots
    o   Reduced weights for ship building resources to minimize travel times (approximately)
    o   Pirates can now enter neutral towns
    o   Number of free towns dropped to 9 to reduce ganking and sealclubbing near capitals. Most free towns have became neutral towns.
    o   Neutral towns now give missions
   Admiralty store
    o   Prices for skill books reduced
    o   Prices for permits reduced
    o   Victory mark conversion lowered
    o   Reverse victory mark conversion added
   National Taxation
    o   National cities started to charge tax for all purchases or sales using money (inlcuding private trade and contracts
    o   This is required to support maintenance of reinforcement fleets.
    o   All uncapturable cities now provide amazing support for nationals of those cities if you were attacked in the vicinity of those ports by an enemy of your nation
   Clan taxation
    o   Clans controlling the port can lower taxes
    o   Clans controlling ports have to pay maintenance (which was previously paid by the governments)
    o   Clans can increase port maintenance to add the following improvements
           Open access to port to everyone (declaring it neutral)
           Reduce labor hour costs in the town
           Increase NPC goods supply in the town
           Benefits and numbers are for testing purposes and might change
    o   If maintenance cost is not paid the town will turn back to neutral as government officials will abandon the town if not paid.
   Hostility missions we brought back to give clear and easy way to get hostility to 100% without mindless searching for NPCs.
    o   Hostility missions are back, but only spawn in the vicinity of the town
    o   Approximate number of missions to raise hostility to 100% - 4.5 missions (each mission has 10 NPC enemies)
    o   PVP kills also count towards hostility.
   Port battle entry rights is no limited to captains who are members of clans to allow conquest players better control on who enters the port battles.
    o   Port battles are now set up by clans for the nation
    o   Clans and guilds can add other clans to friend lists (allies)
    o   Only players in clans on the friend lists (allies) can enter port battles set up by the clan
   Because hostility system and port control system have changed drastically - map was reset.
   Other fixes and changes and tunings
   More than 150+ bugs fixed.

list of uncapturable regions:
The rest of the ports turn neutral

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