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Author Topic: Naval Action: Patches/Updates  (Read 10568 times)

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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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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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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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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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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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