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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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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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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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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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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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Re: Naval Action: Patches/Updates
« Reply #70 on: March 08, 2018, 12:23:04 PM »
Patch 19: Mega Patch with new patrol missions, new hostility, victory marks for small clans, and other changes.
Captains

Mega patch with multiple changes will be deployed tomorrow 8th March!

PVP/PVE Patrols
   PVP was made more affordable and rewarding with the introduction of Patrol missions
   More information can be found here:
http://steamcommunity.com/app/311310/discussions/15/1698293068428130219/
   Tiered rewards will be added to patrols in the next couple of weeks after this event is tested
   New content will be added to admiralty in the next couple of weeks

Conquest Changes: Conquest for everyone
   Conquest no longer favors only leading nation
   Any clan can get access to victory marks, by just controlling one port
   Victory marks distribution has changed. Lord protectors will now receive victory marks every week based on their port ownership on conquest round end (weekly). Victory mark distribution is tiered and has diminishing returns. You will get 1 mark extra mark for every 3 ports you control but the max number of marks that can be received is limited by 5.
   Example
  o   1-3 ports: 1 victory mark
  o   4-6 ports: 2 victory marks
  o   7-9 ports: 3 victory marks
  o   10-12 ports: 4 victory marks
  o   13-15 ports: 5 victory marks
  o   16-18 ports: 5 victory marks
  o   etc..
   To promote more activity across all time zones, Port battle timer now costs 500,000 per day; old 100k price was ridiculously low and cost of the capture timer will continue to evolve

Hostility missions improvements.
   NPC defence fleets in hostility missions now adapt to an attacker force. Responding with similar vessels both in rating and in numbers.
  o   If one player will come to generate hostility on the enemy force he will encounter 1 defender.
  o   If 10 players come to generate hostility they will encounter 10 npc defender ships.
   The problem of the inability for the port owner to provide an adequate defence force is solved by limitation of player ships in the hostility mission. Both defender and attacker can only bring 10 vessels into the hostility mission.
   Hostility missions now spawn 30% closer to the port

Reinforcement zones rules of engagement change
   ability to pull the players to the battle using NPC attack - removed
   ability to pull the players into battle using player attack - removed
   if battle is created in the reinforcement zone only attacked player or battle group is pulled into battle all others will be able to join using positional reinforcement and can decline to do so.
   This will remove the potential for grief and abuse in the reinforcement areas.

Battle groups reworked
   Battle group will act as a battle group only when there are 6 players or more in the group. The status of the battle group is shown in the group interface and will tell you if your group is a battle group. This is done to remove abuse of battle groups mechanics allowing creation of solo battle groups to avoid screening.

Other changes and improvements
   Clicking on a ship in the open world will now show the circle around him, that can help understanding who will be pulled into the battle if he is attacked. This will be very helpful in station keeping when traveling in the open world.
   Unrated vessels without the chasers now have the control perk too
   PVP Upgrade Drop. Player ships will now drop one of the installed upgrades into its hold if boarded or killed.
   You cannot enter or exit shallow water ports with deep water ships. Use tow ship function to move the deep water ships out of shallow water areas.
   Player names and ship names removed from ENEMY players in the open world identification. You will only know that it is a player and an approximate rank of the vessel/vessels. You will only be able to find out the name of the captain once you engage. Names of your nation's captains are not affected.
   Checkbox to only show online clan members added to clan interface
   Tow to port now creates a PB entry timer. Timer is the same as the PB timer created after normal battles.
   Attack circle is reduced. You will be able (theoretically) to lay fire immediately after attack. This is done to reduce counter tagging.
   Minimal speed in the open world is now 4knots, to provide better experience in long journeys.
   Ship sinking time is increased by 30% for destroyed ships to make picking up loot easier.
   Side force no longer affects speed indication
   Epic events no longer spawn very close to shallow waters
   Brace command is reassigned to F10 - to remove accidental clicking (40% of new player bug reports were about brace)
   Wasa, L Hermione, Santa Cecilia received a slight armor buff
   Wasa, Hamburg, Ingermanland, L Hermione, Santa Cecilia received a turn rate buff
   Leeway force from square sails, and staysails/jibs slightly increased
   NPC ships HP buffed slightly to compensate lack of repairs
   Barricades now have the attack penalty and are a pure defensive upgrade
   Angle importance on penetration slightly increased (need more testing) to provide more options to control incoming damage into hull
   Edinorog accuracy reduced to somewhere between carronades and medium guns. Vertical sector greatly reduced as it would be impossible to use edinorog howitzer firing through ports of the ship.
   All other upgrades increasing vertical gun sector drastically nerfed
   Rigging specialist perk nerfed as its bonuses were too high.
   Acceleration/Deceleration formulas improved based on the wetted area calculations; which in general reduces tacking effectiveness for wider deeper vessels.
   Ships created through admiralty notes can occasionally receive crafting bonuses and extra slots.

Tutorial
   Tutorial button is temporarily removed for the final integration of rewards and final exams.
   Leveling and rank progression and crew assignment for ranks will change in the next couple of weeks.

Plans for March/Early April
   Integration of the open world UI into the game
   Finalization of tutorial
   Premium ship pack containing 3 ships (2 of which could be acquired in game by other means)


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Re: Naval Action: Patches/Updates
« Reply #71 on: March 08, 2018, 05:07:25 PM »
Hotfix is being deployed

   Ship crafting bug fixed
   PVP Patrol button is temporarily removed to fix the Battle circle of doom sometimes spawning with an offset killing everyone in the instance
   Database is being reverted to today's maintenance state due to too many ships lost in events and crafted.


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Re: Naval Action: Patches/Updates
« Reply #72 on: March 15, 2018, 11:29:51 AM »
Patch 20: Important battle entry fix
Captains.

Patch was deployed today.
1.   Important fix of the battle entry bug fixed. You should now see the join button at all times.
o   if you see a battle between enemies you will be able to join one of the sides
o   If you national joins the battle on one of the sides you will only be able to join the battle on his side
2.   Port timers costs are now properly applied
3.   Visuals of the selection circles around ships were made a bit more elegant.


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Re: Naval Action: Patches/Updates
« Reply #73 on: March 15, 2018, 06:02:28 PM »
Patch 21: Tiered rewards in patrol missions, redeemable clearance and other changes.

Captains,

Patch was deployed today.

Redeemable clearance.
   Unused ships, items, cannons, mast upgrades, XP for ship slots (merged from Global PVP) and forged papers were removed from the redeemables box. For more information please check this announcement:
http://steamcommunity.com/app/311310/discussions/15/1700542332324190361/

What's new:
   Tired rewards added to patrol missions:
  o   1st tier: 5000 damage - 3 PVP marks
  o   2nd tier: 20000 damage -10 PVP marks
  o   3rd tier: 70000 damage - 20 PVP marks
  o   4th tier: 200000 damage - 30 PVP marks
  o   5th tier: 500000 damage - 50 PVP marks
      o   Next tier unlocks automatically once previous tier damage threshold is completed
      o   Current damage done can be checked either in a port or on the map (by pointing out on the mission's swords)
   Players can only take one patrol mission per day. If you claimed a reward you can take another patrol mission only after next maintenance.
   Players passing by through patrol area without active mission will be warned that they are in patrol area.

Other changes:
   Epic Events fleet composition rebalanced to provide increasing variety in ship types.
   Visuals of the selection circles around ships were additionally improved.
   PVP drop only works if ships sink - so after you boarded an enemy and sank the ship - check the loot it might have an upgrade in it.

Fixed bugs:
   Fixed bug that allowed dismantling of permanent module by exchanging own ship with a fleet ship.
   Outside Battle Zone Timer now works correctly on player's screen in case player reconnected to patrol instance.


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Re: Naval Action: Patches/Updates
« Reply #74 on: March 21, 2018, 12:10:14 PM »
Patch 22: Grape shot fix, Patrol BR limits and planking tuning.
Naval Action - Gamelabs

Captains.

Patch 22 is being deployed today.

Patrol
   Adjustable BR limits introduced for patrols. You wont be able to join the battle if your entry will exceed the Patrol limit.
  o   Patrol limits
       Hispaniola 8000
       Antilles 5000
       Tumbado 3000
       Nassau 1000
  o   Adjustable BR Mechanics (making full 25 1st rates battles still possible)
       When battle is created - everyone in the pull circle will get in.
       If the BR of one side at the start of the battle is lower than the patrol limit: patrol limit will be used for reinforcements
       If the BR of one side at the start of the battle is higher than the patrol limit: that BR will be used for reinforcements
       Be wary when sailing in the large group exceeding the BR limit. If you are not in the pull circle you wont be pulled into battle and wont be able to reinforce.

Thickness changes
   Influence of angle for penetration improved.
   Importance of angle at direct hits reduced: All guns penetrate First rate armor at 50-100m
   Importance of angle at oblique hits increase: 42lb wont penetrate Surprise at 15 degrees with ease.

Lets see how it goes and tune more before weekend.

Grape issue fixed
Bug causing grape not penetrating 0 physical planking if the ship had upgrades with planking bonuses in centimeters - fixed.
Windows and ports were not affected by the bug so it was not very noticeable against ships with large windows and a lot of ports
Visual improvements of your ability to enter battles where two enemy nations are battling each other.

   If nation is shown in green or white - you can enter
   If enemy nation is shown in red - you cannot enter
   As a result you do not waste time sailing to the wrong circle (as button only appear when you are in a circle).

ps. two more patrol areas (with some land within the zone) will come in the next patch.

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