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Author Topic: Naval Action: Patches/Updates  (Read 11938 times)

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #60 on: November 03, 2017, 02:02:48 PM »
Hotfix for patch 13 - Important port battle rule changes

Captains

Patch has been deployed to live servers
   Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
   BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
   Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones

IMPORTANT CHANGE: Victory conditions/points for captured zones
   Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
   Zones are still captured by the side that has more ships in the zone (as before)
   But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)

Expected effects
   This means that you no longer need to have all the ships in the circle to win the objective.
   You no longer need to brawl in the diameter of the objective.
   You can maneuver normally around them and fight without the need to enter the zones.
   You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
   If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)

Other changes
   Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less. 
   Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.
   Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days
   Tournament room brought back (with password). Tournament participants should request the password in private from Liq (Liquicity in the game)


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #61 on: November 07, 2017, 02:05:25 PM »
Hotfixes to patch 13.
Naval Action - Gamelabs

Captains.. Hotfixes were deployed last week.

IMPORTANT CHANGE: Victory conditions/points for captured zones
   Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
   Zones are still captured by the side that has more ships in the zone (as before)
   But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)

Expected effects
   This means that you no longer need to have all the ships in the circle to win the objective.
   You no longer need to brawl in the diameter of the objective.
   You can maneuver normally around them and fight without the need to enter the zones.
   You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
   If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)

Other significant changes
   New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty.
   Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time.

Tuning
   Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
   BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
   Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones
   Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less.
   Minor changes for loot tables (some upgrades were dropping too much)
   Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days

Fixes
   Fixed the bot distribution (some regions did not have enough bots)
   Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses
   Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
   Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #62 on: November 21, 2017, 04:01:51 PM »
Patch 14: Experimental patch increasing realism in ship behavior
Naval Action - Gamelabs

Hello Captains

While programmers are working on the tutorial and the user interface we will address the long overdue Battle ratings, combat performance and sailing performance of the vessels in the series of patches.

This patch is first part of the final ship performance rebalance and addresses sailing performance of ships of the line (from 4th rates to 1st rates). The goal is to bring more realism into sail curves and yard power. 1000-1200 square meters of sail of the fore mast on the first rate should provide enough side force, allowing amazing realistic maneuvers and more options in combat.

Maneuvers like this become possible (to a certain degree):



Changes done (4th rates, 3rd rates, 2nd rates, 1st rates)
   Exact (better) Balance between staysails and square sails
   Exact (better) Balance between front mast and stern mast + spanker
   Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing.
Speed changes example 4th rates (ignoring indiaman)
   4th rates are split into 3 groups
   Downwind sailers - excellent performance downwind due to more square sails area
    o   Agamemnon (67% square sails area)
    o   Ingermanland (68% square sails area)
   Universal sailers - ok performance downwind but great performance upwind
    o   Constitution (60% square sails area)
Wasa (61% square sails area)
   Good turnrate brawlers (ok performance everywhere, but great turning)
   Wapen
Implications
   Damage model will improve drastically due to exact calculations of square areas of sails
   Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force)
   Some ships will get lee on bow (bow will turn better)
   Some ships will get lee on stern (stern will turn better)
   Main mast role will be significantly reduced for turning for all ships due to mast position
   Example of main gameplay change
   Constitution/Wasa will not catch Agamemnon downwind
   Agamemnon/Inger will never catch Constitution upwind
Open world speed will be slightly relaxed to give more flexibility and will be adjusted more if needed

Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique

Known issues:
   Bots are affected and might need rebalance (especially making sternway).
   OW speeds might go down for some ships at angles closer to wind - we will monitor situation and adjust it if needed)


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #63 on: December 07, 2017, 08:51:21 PM »
Patch 14. Part 2 - experimental patch increasing realism in ship behaviour
Naval Action - Gamelabs

Captains

Part 2 of Patch 14 is being deployed today

Ships of the line and frigates sailing performance is finalized based on:
   Sail percentages on individual masts
o   Spankers
o   Jibs
o   Staysails
o   Spirit sails
o   Displacement to sail power (amount of sails in comparison to weight)
o   Block coefficient
o   Waterline length
o   Width to depth ratios now better affect acceleration and deceleration
o   Width to Length ratios now better affect speeds and turning
o   Crew on sails are adapted to the square area of sails
Speeds, yard power, turning, sternway (backward speed), accelerations, decelerations were changed for all 3 masted ships.

As a result.

Performance of vessels in combat is now extremely realistic. If your ships has a bigger spanker or more jibs you will see a slight difference on how this ship reacts to wind.
You can fail a tack if you do things wrong. If you try to tack at low speeds you will get completely stuck in irons if you don't use your yards.

Example of the failed tack



Other changes
   Speed will be affected by structure damage. If your structure is below 70% you will see a degradation of speed and will have be more careful when conserving structure. In other words you will not longer see light frigates zooming away at 14 knots having 2 bars of structure left.
   Open world speeds slightly improved at bad winds (you will travel slightly faster) - this is done to compensate to significant changes to square sailer curves

Next patch: Part 3 will cover hp, br and speed performance for light vessels (2 masted and 1 masted ships)


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #64 on: December 28, 2017, 03:00:33 PM »
Patch 14: Part 3 experimental patch increasing realism in ship behavior
Naval Action - Gamelabs

Hello Captains

Happy Holidays and Happy New Year! New year presents will be distributed after this patch

Patch is being deployed today.

Sailing model 2018
   New sailing model has been applied to 6th rates and unrated vessels (some ships could become too good but it will be tuned)
   Ship displacements finalized and ship colliders (game development term) tuned.
   Yards have been overhauled.
  o   Force is now being applied to the position of the masts
  o   Yard forces rebalanced for historical feel (adapted to be usable in gameplay)
   Leeway
  o   Staysails now provide sideforce
  o   Square sails now provide sideforce
  o   Sideforce depends on ships form and sail power
   Side and yard side force now depends on speed (due to keel resistance rising at speed)
   The higher the speed the more keel resistance you will encounter. Yards will not be as efficient on maximum speed.
   Heel
  o   Sail/Yard power now provides heel
  o   Heel depends on hull form and Sail power
  o   Fast ships (especially ships that has fastest speed beam reached) will heel more.
  o   This opens new options in combat (for example conserving broadsides to focus on waterline)
   Turn inertia and acceleration added both to rudder and side force
  o   Bigger ships will take longer time to reach maximum turn rate
  o   As a results you might need to plan maneuvers a little bit in advance and plan to change direction a little bit earlier, especially in heavy vessels
  o   Nimbler ships will reach maximum turn rates faster
   Autoskipper no longer balances ships when you receive damage or lose masts.
  o   If you lose sails or masts your ship will drift more at the point where you have more sail power
  o   Due to positions of masts on the ship if you want to unbalance your opponent more focus on frontal mast (as it usually has more sails than the stern mast)
   As a result for full removal of artificial limitations from the sailing model we will no longer see ships jumping or climbing each other when using yards.

Turn rates (especially for frigates) will probably require another pass of optimization for historical feel and gameplay. But we are very happy how all the changes turn out in internal testing.

NA has the best sailing model now, fully representing the majority of decisions age of sail captain had to make when sailing a combat ship. We plan to adapt the steam page description and website to reflect this accomplishment

Tunings and fixes
   Additional reload bugs fixed thanks to Twitch and Youtube Streamers
   Fixed the bug that locked the mouse cursor when alt tabbing
   Battle group cannot be exited instantly (it takes 60 seconds to leave the battle group) - this will reduce using battle group exit as a way to avoid combat
   PVP leaderboard will count all kills and assists
   Penetrating waterline leaks water intake slightly increased
   Pumps have been buffed
   Close hauled performance slightly nerfed for the following ships, still keeping them the best beam reach/closed haul sailers
  o   Wasa (Gustav Adolf)
  o   Constitution
  o   Endymion
  o   Surprise will remain the awesome close hauled sailer.
   Closed haul performance slightly increased for
  o   Wappen
  o   Ingermanland
   Turning slightly reduced for Wapen and Wasa
   Final round of turning changes will be done in next patch, as there are still some aberrations in the turn rates that need to be adapted for historical feel

Combat tutorial is already in game, but the button is disabled as it needs additional testing.

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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #65 on: January 30, 2018, 12:34:59 PM »
Hotfix for patch 14
Captains,

Hotfix is being deployed.
   Fleet Practice Room added.
o   Battles will start when there are 10 players in the room. Maximum size of the group is set at 6. Total player in testing room possible is 50.

   Caguarian and live oak trees buffed.
  o   Live oak and Caguarian woods has received a bonus to mast thickness - 5%
  o   Live oak has been buffed both in HP and thickness
  o   Caguarian HP was buffed
   Thickness drop due to damage increased for light builds. This means that if you are sailing fir/cedar ships you will have to start repairing earlier to retain thickness.
   Reinforcement zones no longer supply some rare woods (in particular teak and white oak) which have been moved to nearby capturable regions.
   NPC suppliers of repairs now supply them at cost + some margin (instead of the cost) to give some opportunities for crafters to compete.
   Victory marks rank requirements is reduced by 1 rank to Master&Commander level (rank 5). Previously it was rank 6.
   NPCs now buy looted cannons at slightly higher prices.
   Other tunings
  o   Wasa Battle Rating (BR) has been increased to 380
   Upgrade rework: All upgrades that affect speed/turning and repairs were rebalanced
  o   In general: majority of bonuses to speed, turning, and repair amount and speed were reduced.
  o   2 upgrades that affect boarding has been buffed
       barricades
       ladders
  o   Final parameters for changed upgrades can be reviewed here in this document (List of changed upgrades and books).


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #66 on: February 01, 2018, 03:32:47 PM »
Patch 15: Tutorial testing and many other things
Naval Action - Gamelabs

Captains

Tutorial!
   Main goal of the patch is to test the tutorial and provide feedback on it (including ideas for new tests and exams)
   Tutorial can be accessed by pressing esc from the options menu
   Please provide feedback in this topic
http://steamcommunity.com/app/311310/discussions/1/1700541698684632797/

Other changes
   4th rate Epic Events added to map.
   Minor changes to crafting and NPC ships.
   Marines skillbook rebalanced to provide increasing variety in boarding set ups
   2 new/old upgrades added to crafteable
   Light carriages returned
   Attackers will no longer be able to hide in battles before entering port battles. PB entry timer will activate after any open world battle or mission.
   LGV Pirate, Lynx, Privateer now have 20 permanent preparation bonus
   Wasa is now a third rate
   Indiaman is now a 5th rate
   Bots don't switch ships after boarding UNLESS they are sinking
   Forged paper are fully prepared for steam dlc (but store not yet opened)
   Carronades now penetrate better and their penetrations don't drop so much
   1 pood edinorog (formerly 24lb edinorog) rebalanced to more historical parameters.
   Tow to port timer is now 5 mins (if you are stuck, you are ok with the longer timer). Please keep in mind that tow to port will significantly change after interface rework, as you will be able to switch ships at sea and move hold from ship to ship, allowing us to turn tow to its final role of unstuck.

Deflationary events.
Over time with introduction of new ships some parameters have increased and sometimes maybe too much. Its time for minor reductions.
   Base speed reduced for ALL vessels by 7%
   Thickness reduced and rebalanced for higher level vessels - mostly 5th-1st rates
   Leeway slightly reduced


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #67 on: February 08, 2018, 12:43:18 PM »
Patch 16: Control, Mast and Ship strengths rebalance.
Naval Action - Gamelabs

Captains

Patch has been deployed

Whats new
   Control perk has been added to all ships with no bow gun ports (no chasers).
   Masts
  o   Mast HP rebalance. Mast HP is now based on general ship and rig strength and was generally increased
     o   Ocean 1200hp for lower mast sections
     o   Cutter has 290 for lower mast section
  o   The main idea behind this change is to remove dependence on single shots and to require consistent modest amount of damage to rig to demast the ship. (instead of 7-10 shots for a mast every ship independently of its size and overall strength)
  o   Mast Thickness have been slightly reduced to allow more consistent demasting opportunities at close range.
  o   Upgrades for mast thickness and mast hp are currently under review
   Hull HP
  o   Hull HP rebalanced based on ship dimensions and displacements. Most ships have received slight or medium buffs, some ships have had their HP reduced.
  o   Additional hp changes will be applied over the next couple of patches, if necessary.

Other changes
   Fleet attack BR difference slightly reduced to allow a bit large fleets to attack other larger fleets
   Double shot reload slightly improved (time decreased from 43% to 30%)
   Double charge (full charge) reload slightly increased (time increased from 10% to 20%), full charge penetration bonus lowered by 5%
   Long leaf pine yards contracts can now be placed
   Umlauts work now for Prussian ranks
   Light carriages now affect speed
   Fixed the bug allowing splitting the guns into other gundecks


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Re: Naval Action: Patches/Updates
« Reply #68 on: February 16, 2018, 01:37:29 PM »
Patch 17: Finalization of the sailing and combat model; new UI teaser.
Naval Action - Gamelabs

Captains

Final part of the sailing model and ship stats tuning have been deployed.

   Battle ratings for vessels have been updated based on their strength and close range sustained damage
   Sailing model and wind polars
  o   After testing and monitoring the usage of ships we have decided against exaggerated curves for vessels and have moved to fully historical sail composition.
        previously we buffed downwind or upwind performance to create differences, which caused some ships to become useless or less useful.
  o   All sails area have been recalculated based on their optimal and potential sail area, that could be achieved by the captain by trimming or adapting his sail plan, within constraints of ship mast lengths and yard lengths.
  o   As a result majority of underperforming vessels will now perform better and in general will have a much better sailing profile.
   Speeds have been updated for lighter vessels and majority of light vessels have received a speed buff.
   Ship with more spirit sails received more buff to frontal yard power.
   HMS Victory performance against the wind have been slightly increased.
   Wasa (Kronprins Gustav Adolf) hp increased and displacement recalculated
   Turn rates have been updated based on improved turning calculations model
  o   Buffs
        USS Constitution turn rate have been increased
  o   Nerf
        Trincomalee, Belle Poule, Renommee, Cerberus, Mercury, Snow turn rates have been slightly decreased.

Other tunings
   Epic events ships chests contents have been improved (gold, silver and epic)
   Explosion damage have been updated based on the ship size and powder room contents (magazine size)
   Cannon loss (damage to cannons) increased in the following cases
  o   raking damage
  o   broadside damage (if broadside is heavily damaged)
   Cartagena Planking now gives 5cm thickness bonus and 2% mast thickness bonus.

Bugs fixed: Rigging specialist inconsistent bonus to % of repairs fixed.

UI work continues.
We currently are working on the OW improvements (missions, battles and other entry windows).


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Offline Asid

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Re: Naval Action: Patches/Updates
« Reply #69 on: February 23, 2018, 12:38:29 PM »
Patch 18: BR changes and Smuggler bug fix
Naval Action - Gamelabs

Captains!

Emergency patch will be deployed today
   Fixed a sneaky bug, that got in recently; bug that did not allow battle entry on the side of the smuggler
  o   Smuggler flag has no influence on battle flag from now on.
       If a brit attacks a french smuggler a battle between britain and france will be created, not brit vs pirate flag as before.
   As a result several other things also got into the game.
   Battle rating for vessels has been tuned to incorporate long range dps and alpha
   Port battles BR adjusted
  o   generally was slightly increased for deep water ports - from 5 to 15%
  o   more variety in BR were added for shallow water ports
   BR influence on attacking in OW slightly reduced
  o   BR difference influence between solo ships greatly reduced
       100BR is now enough to attack a lone 1st rate
  o   Influence of numbers for BR group modifiers was slightly reduced
       You only need 13 santisima trinidads to attack 25 santisima trinidads

Prolific Forger DLC has been added to the game. Prolific forger grants access to permanent forged paper that can be used every 30 days to change nation.


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