Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Naval Action => Topic started by: Asid on February 25, 2015, 09:01:45 PM

Title: Naval Action: Patches/Updates
Post by: Asid on February 25, 2015, 09:01:45 PM
Patch 25 February 2015

http://forum.game-labs.net/index.php?/topic/4171-patch-25-february/

 Posted Today, 01:30 PM

Whats new

2 Chat commands added:

    /ignore PlayerName  - adds a player to ignore list
    /unignore PlayerName - deletes a player from ignore list

Brig improvements

    You can now install 24lb carronades on a NavyBrig
    Speed increased for both brig versions
    Waterline position changed for the Navybrig. It is no longer a barn.
    Planking increased for both brig versions
    Turning improved for both brig versions
    Length of broadside lowered for both brigs (to reduce sound desync - in the future the system will be reworked to get rid of desync completely)

It will still not be a best turner, but will have a good speed and weaponry advantage.

Other changes

    Pvp room is now open for all vessels
    Figurehead added for Santisima Trinidad
    Fixed bug for game not launching if rare characters were used in game path.

Patch is not live yet will be uploaded today.
Title: Re: Patches/Updates
Post by: Asid on July 30, 2015, 08:58:04 PM
OW Patch #6 is deployed 30-07-15.

What's new:
    New exciting bugs added
    New boarding added : more information here. http://forum.game-la...ges-discussion/
        we are also adding a guide soon
    Heel indicator added on the compass
    New boarding upgrades added and old reworked
    IMPORTANT: Repairs. We have returned sea trials repair mechanics to testing. You have no cooldowns on repairs and can only use 3 during battle. Repairs are separate and only repairs Sails OR Hull (not both). Please report on new repairs in the repair feedback topic here.http://forum.game-la...on-new-repairs/
    Crew recovery is moved to Surgeon button with 20 min cooldown - we keep crew recovery in this patch because of boarding for testing.

Fixed bugs:
    Rum rations prices fixed.
    Captured ship repair price was 3x higher - fixed now for newly captured vessels. Old captured ships are unique and will keep old huge repair price. sell them or lose in battle
    After realistic historical ship masses were added some ships heel was broken. Tuned to be me more proper. Please report heel inconsistencies in ship feedback topics
    Boarding kills should be now shown in the battle result screens (previously xp was proper but crew count always wrong).

Tunings:
    AI behaviour is somewhat improved. They will collide less in large battles. But will still be aggressive against players.
    Brig and Navy Brig planking buffed
    PvE and PvP monetary rewards increased. Penalties for fighting multiple smaller vessels reduced.
    Ship prices rebalanced to take their performance and survivability into account. Repair prices were also rebalanced.
    Attention. old ships you have will have old repair prices. Some ships you have will have higher repair prices than exact same new ships you buy or capture. If you are unhappy, with the repair price on your old ships sell them or lose in battle..

Testing Focus: Boarding, Trading and New ship prices and repair costs.
Title: Re: Patches/Updates
Post by: Asid on July 31, 2015, 06:31:34 PM
Minor update:

 Posted 31 July 2015 - 12:44 PM

 
    Preparation required to initiate boarding has been reduced to 50 from 70.


We are aware of the following problems - keep them in mind when playing

    Bot collisions - will be improved next week
    If you capture a cutter by a constitution and transfer to that vessel your crew in instance will remain 40 up to the end of the battle, even if you transfer back to your original 450 men ship - bug
    Crashes. A lot more crashed because of new code additions - please report crashed by the radio button Report crash in Steam before launching the game.
    Morale shock losses is too high on high level ships
Title: Re: Patches/Updates
Post by: Asid on August 07, 2015, 07:23:24 PM
Minor patch update: 05-08-15

Posted 05 August 2015 - 07:55 PM

Fixes

    Boarding crew focuses now properly gives bonuses to sailing and penalties to gunnery. As most your crew is on deck.
    Fixed the "maternity hospital bug" where crew recovery (surgeon) was based on the ship you were commanding when using the surgeon skill and not the original crew. Causing you constantly creating men.
    Fixed the "graveyard bug" where your crew was consistently lower when you were taking command of the lower base crew ships.
    Fixed the "G spot bug" which did not let you grapple the enemy ship at certain spots or positions
    Attack is no longer is killing half of the crew against fire grenades

 

Tuning

    Command switch cost is now 20% of the command you want to switch to
    Command switch cost starts going up at 11th second of the round and goes up until the last second reaching 50% of the command cost
        For example. Attack costs 30 preparation. If you switch to attack at the last second it will cost 45 preparation (30 attack cost + 15 switch cost)
    If both sides switch on disengage boarding will end immediately
    Morale shock calculations are fixed. Morale shock drop will depend on the % of crew lost, not on the absolute men lost.
        morale shock is the extra morale drop if you lose more men than enemy. losing 10% crew for example loses 10% morale, but losing 50% crew because of the devastating nature will most likely lost 70% morale.
    Minor changes in musket, grenade and deck gun damage
Title: Re: Patches/Updates
Post by: Asid on August 07, 2015, 07:31:17 PM
Minor patch update: 07-08-15


Minor boarding tuning patch

Main changes

    Command differences are now less costly.
    Morale shock tweaked
    Switching costs rebalanced. You lose significant amounts of preparation if you switch at the last moments (or wait in general). Best strategy now is to pick the command in the beginning and stick to it.
    Attack cost lowered to 20 preparation
    Attack duration is now 1 round
    Deck gun reload increased
    Brace and defend now inflict some damage to the enemy due to musket fire.
    Overall damage lowered.

Overall dynamics have changed this way.

    If you are not sure if you can win - better disengage
    To be sure - destroy enemy crew before the boarding. Equal ships can expect a prolonged unconvincing battle with significant losses for both sides.
Title: Re: Patches/Updates
Post by: Asid on August 13, 2015, 11:40:54 AM
Bug fixing patch 11 August

1) Surgeon skill now does not reset when changing ships - bug
2) Normal repairs now don't reset if you change to enemy ship and back - bug
3) Pirates who were not pulled to instance can now enter the battle on one of the sides (before it was always sending you or npc to the attacker side)
4) Continued testing of sinking. All pumps received 15% bonus.
5) Bellona received historical weaponry on upper deck
6) Surprise increased turning buff and 1kn. Next patch belle Poule, frigate turn rate might be lowered a bit
7) bellona pavel and constitution turn rate increased by 0.1 degree per sec
8 ) cooldown for module repairs doubled
Title: Re: Patches/Updates
Post by: Asid on September 03, 2015, 08:10:17 PM
Patch 7 update - delays.

Posted 02 Sept, 03:37 PM

Captains - expect patch delays. We need more time. New ETA is next wednesday.

But there is good news too.

We want to deliver a preliminary data changes patch tomorrow (that only changes some numbers based on your proposals in the data change request topic ) and here is an interesting idea.
 
Let's try something different in addition to those changes.

 

For example.

Lets increase HP a bit and disable repairs completely in a safe risk free environment

(they will be back if we don't like it but what if it becomes more awesome?)


Is there anything else you wanted to try?


Original post: http://forum.game-labs.net/index.php?/topic/6855-patch-7-update-delays/
Title: Re: Patches/Updates
Post by: Asid on September 04, 2015, 06:43:59 PM
Experimental Patch 04 Sept

Posted Today, 02:41 PM

admin, on 04 Sept 2015 - 11:15 AM, said:

    Hello Captains
     
    These are going to be unusual patch notes. Because it is a very experimental patch. These patch notes are in the combat section because they only concern combat.
     
    As we are getting closer to Early access release we have some community debt to deliver on. Some requests that you were asking for were too risky to test in a normal environment and we delayed them. Today is the day. We will have almost a week to test the craziest ideas.
     
    Please spread the info in chat if you see that people are puzzled about the changes.

     
    Important potentially game changing changes

        Low speed turning is decreased for all vessels: Because many people said they liked the turning more in the beginning of the sea trials. And probably forgot that it was too slow for others.
        Stationary turning is significantly decreased for heavy vessels, and moderately decreased for medium vessels.
        Repairs are gone completely - ship/mast/sail integrity is buffed accordingly. Many said that ships should be repaired slowly or should only repair in ports. We hope this patch will help to guide everyone to the right decision
        Surgeon is gone now - multiple requests
        Rudder hp is lowered by 50% across all vessels
        Structural leaks are much lower now
        Leaks from shots are going to happen much more often now. Ships will have to control the flooding by managing heel, shots at the waterline are becoming very important now.
        As a result of 5.6 ships combat should be more realistic in terms of how ships sink (not from losing integrity but from actual leaks) - but we warn you it is not necessarily making the combat more fun ;)

    Other changes

        Heavier weaponry should have a bit more influence on speed now - multiple requests
        Heel increased for several ships - multiple requests
        Heel from damage is back for testing - some requests
        Upgrade bonuses are lowered universally for overused upgrades (speed, reload, boarding) - multiple requests
        Sail set up speed is reduced by 5%-35% depending on the vessel - multiple requests. Captain should try to slow down by yards not by setting up sails.
        Yard turning speed is reduced by 5% universally - multiple requests
        Explosion damage is doubled - multiple requests
        Acceleration is decreased for all ships from cerberus and up from 15 to 50%  - multiple requests
        Pavel turn rate decreased- multiple requests
        Navy brig is buffed - needed buff
        USS constitution lost 0.5 knots in speed and 0.3 grad in turning - multiple requests

    Basically this patch is a final check for some of the design decisions. After this test most of the design decisions like repairs and their existence or sinking mechanics will be somewhat frozen in stone.
     
    PS. We hope its not a Homer's car.
Title: Re: Patches/Updates
Post by: Asid on September 11, 2015, 07:24:23 PM
Patch 7 Released.

Posted Today, 11:34 AM

Captains
 
Patch #7 is a significant update that required a hard data wipe.
 
Important statement about the UI (User Interface).
User interface will continue to deteriorate for quite some time. We do not want to waste resource polishing something that is actively evolving and changing. Finalization and rework of the UI will happen only after all core features are added.
 
Its current looks are exactly as they should be - technical and functional - containing necessary components for the future.

(http://i.imgur.com/d93kEs8.jpg)

If players ask questions about the UI that does not look good, please be a good ambassador and explain why it looks like this.
 
New features
•   Crafting and trading improvements: for more information refer to the crafting topic http://forum.game-la...crafting-ships/
•   Player contracts: players now can place buy/sell contracts for resources in ports (5 contracts max). Haulers selling resources will sell to the contracts with the max price. Players buying resources will buy from contracts with the lowest price.
•   Reinforcements and national waters protection: for more information refer to the reinforcement topic: http://forum.game-la...ts-short-guide/
•   Events: 2 types of events added to the event list - large battles (every 3 hours and small battles. Events are balanced by nations and groups (opposing sides will have red and blue flags). Groups will enter the battles on one side. Large battles start with 36 players. Small battles start with 4. Ships can be lost or captured in the events. In the future event functionality will be expanded.

Combat changes
•   All combat changes from the patch #6.9
•   Gun loss now depends on frame state - you will lose guns a lot less with intact planking
•   Fire chances now depend on frame state - fires will start a lot more with destroyed planking
•   Stern damage should be a bit more dangerous

Content tuning
•   Upgrades are now split into 2 groups
o   Upgrades - can be installed and taken off the ship
o   Permanent upgrades - can only be installed once, and are destroyed if you take them off the ship 
•   Map has been added to the game. Visuals are temporary, final map will be based on the beautiful maps created by the community, depending on the final UI art style.
•   Starting ship is now Yacht
•   Resources now can drop from traders
•   Weight system added
•   New ship characteristics added
•   Port production and consumption reworked
•   Useless modules reworked or dropped
•   Battle rating system rebalanced

Bug fixing
Multiple other fixes in terms of tech stability including sound improvements.
And of course: lots of new bugs and problems were introduced.
 
Goals for testing
•   Crafting
•   Events and balancer testing
•   Changes to repairs
•   AI behaviour

Title: Re: Patches/Updates
Post by: Asid on November 05, 2015, 06:18:18 PM
Patch 8.1 4th of November

Gameplay changes
•   Battle dynamics have returned to pre-patch level. Speeds have been adjusted numerically to stay historically correct. For some it might still feel slower than usual due to placebo effect (you see 13,5 where you saw 17 before) and because of waves.
•   Battle rating honor kill requirement adjusted by approximately 70% for testing. You will get honor kills if you sink a ship 70% below your rating, for example Santisima will receive honor kills from most heavy frigates
•   Chain damage have been decreased 50%
•   Bot bonuses for boarding combat tweaked according to their level
•   Repairs numbers are: 1 for hull 1 for sails.
•   Minor tweaks in BR for light vessels have been done
•   Bots no longer sail Lynxes (except for trader ships)
•   NPC Traders quantity have been decreased and replaced by military vessels
•   Traders now drop more goods
•   Port Aves changed Nationality to pirate
•   Stores populated by better variety of vessels by NPC crafters

Fixes
•   Mistakes in accuracy ratings for several types of guns fixed. Guns are now consistently more accurate compared to carronades
•   Repair cost for fleets have been fixed
•   Fleet durability loss fixed. Previously bot durability was lost even if you won the battle
•   Camera fixes on several ships
•   Game login/exit messages for clan chat have been disabled.
Title: Re: Patches/Updates
Post by: Asid on December 04, 2015, 07:09:14 PM
Patch #9.0, on 24 Nov 2015

    What's important:

        Glorious game breaking bugs have most likely been added
        Port battles added
        Admiralty orders added to events: as a foundation for the admiralty store and fame points (or admiralty points)
        Honor kill requirements are temporarily disabled due to popular demand
        Open map events foundations added: Sail around and sometimes you will find an even just for you. System is rudimentary and will act as a basis for future development of variability and epic battles on the OW.
        Bots ship variety returned
        Teleport now works only to Capitals
        Pre-Port battle anti griefing mechanics introduced. You cannot attack vessels or groups that have BR 5x higher than yours. If you are attacking a group of ship stationed together their combined BR is taken into account. Frigate supposedly wont attack 5 santisimas sailing close to each other.

    Tuning

        Map tech improved a bit
        Fleets no longer fire at their masters
        Repair crit (5 3 combination) now repairs all critical damage
        Speeds overhaul for all vessels
        Speeds for OW tuned to be more comfortable while still being realistic
        Battle circle of death radius increased 2X in events
        Battle cicrle of death reduction speed increased 3x
        Max crew for Jr Leutenant and alternatives was increased to allow sailing the HMS Ontario(Snow)
        Group icons have changed
        Minor UI changes in Ports to allow for new features
        Ship BR adjusted across all vessels
        More traders with escorts have been added
        Kill XP bugs fixed (no more 2x XP for PVE and 1.5X for PVP)
        Repair crits cooldown have been reduced to 7.5 mins
        Bot behavior somewhat improved
        Large NPC Fleets are back
        Regular battles close after 5 mins now
        Port battle entry close after 20 mins (10 red timer time 10 reinforcement time)
        BR of reinforcements will not change the BR of battle and will not allow entry of additional enemies any more
        NPC military ships and convoys will attack each other more than before (more than never)

    Other fixes were done and problems created.
Title: Re: Patches/Updates
Post by: Asid on December 04, 2015, 07:10:37 PM
Patch #9.1, on 02 Dec 2015

    3 fixes will be deployed today 2nd December


        Until port battles reward are in Assault flags prices have been reduced 5x times
        Leaks tuned to be more reasonable - no more instant sinking
        Critical bug with money disappearance after sale of ships if you are offline is fixed. Thanks to all captains who helped to find the problem.

Discussion thread for Patch 9 is here: http://forum.game-labs.net/index.php?app=forums&module=forums&section=findpost&pid=146121
Title: Re: Patches/Updates
Post by: Asid on December 15, 2015, 11:45:07 PM
Patch Notes - Current Version: Open World #9.2 - Updated Dec 10th


Discussion thread for Patch 9.2 is here: http://forum.game-labs.net/index.php?/topic/7826-patch-92-fast-travel-and-other-things/

Patch #9.2, on 10 Dec 2015

What's new:
•   Complete overhaul of all ship planking based on their historical sizes (More info here: http://forum.game-labs.net/index.php?/topic/7621-historical-armaments-and-hull-weights-community-research-project/page-7?p=148044#entry148044).
•   Complete rebalance of guns for all ships - 99% of vessels received historical gun load outs.
•   Complete rebalance of gun damage based on research and community feedback  (More info here: http://forum.game-labs.net/index.php?/topic/7621-historical-armaments-and-hull-weights-community-research-project/page-7?p=148044#entry148044).
•   Rebalance of Crew focuses - no more strange turning penalties if you have full crew as you only need several men to turn the rudder
•   Rewards added if you won the port battle
•   Information on 10 last port battles and 10 active flags is added to the map.
•   Resource purchases is brought back to certain ports - to provide more opportunities to trade
•   All light ships (except traders) now can participate in port battles.
•   You can leave your NPC ships in port now if you don't need them today - no more losing money on their dismissal
•   Bots have learnt to use combat upgrades (not only boarding upgrades as before)
•   Martello Towers now can fire during boarding (as the melee fight is happening on land and stairs)
•   Basic stern lights added for testing
•   BR Difference is switched off when attacking at sea - to improve group gameplay. There will be no more unnecessary group splitting if you want to sail with your friends. (5x anti grief mechanic remains)
•   Nation winning the port battle can enter the contested ports
•   Rebalance of admiralty orders locations was implemented
•   Teleport from outpost to outpost without the ship have been added. Assume you are traveling on a balloon or a passenger ship.

Fixed bugs:
•   Finally fixed bug that allowed faster reload with low crew.
•   Fixed some minor contract bugs

Tunings:
•   USA bots have been added - for some reason USA had 0 NPCs
•   Battle times have increased to 90 minutes
•   Battle zone (circle of death) reduction speed decreased more (2x) 
•   Cooldown on assault flag creation increased from 3 to 5 hours
•   Chainshot damage increased 50% (-25% less than before the 100% nerf)
•   Medium and long guns damage falloff distance increased (from 1km to 1.5km)
•   Cannon destruction chance increased from 30% to 40% at 0 armor
•   Bonuses of Extra planking, Extra pump, Steel toolbox reduced 50%
•   Penetrating leaks creation chance increased 
•   Grape ricochet angle decreased (grape will still always ricochet at narrow angles, despite the armor state)
•   Santisima lost 1 knot of speed
•   St Pavel and Victory lost 0.5 knots of speed
•   Port battle warm up time decreased to 5 minutes - (10 was too long) the other timer have been increased by 5 mins.

Title: Re: Patches/Updates
Post by: Asid on January 01, 2016, 03:19:01 AM
Patch 9.5
Posted 29 December 2015

What's new:
•   You can now pull your group members to admiralty order events if you are not the group leader
•   Reply functionality added to chat (UI is not final) actually this did not get in.

Fixed bugs:
•   Fixed bug when if you captured lynx or cutters you received basic lynx or basic cutter
•   Fixed more bugs not letting you pull your group members into group battles.
•   Fixed bugs that did not let you receive the redeemable yacht
•   Fixed bug that sometimes generated more NPC bots when entering the battle
•   Fixed bug with the port assault flag time slot - time slot was inclusive/not exclusive before (it allowed next hour as well)
•   Fixed the bug with no damage in large battles

Tunings:
•   Gold/Compass wood production increased
•   Reload is now penalized more if you lose a lot of crew
•   Upgrade drop in combat tuned
•   Mast strength tuned to approximately these numbers 7 shots for lower mast section, 5 shots mid mast section, 2 shots upper mast section (taking into account the damage from the max gun possible for that ship)
•   Reduced speed penalty during constant turning to bring out the ship differences more
•   Large battle start every hour now
•   Reload upgrades nerfed
•   Leaks appeared too often in high level ships - fixed
•   Speed of large leaks repairs increased - was too slow
•   Bots lost carronades temporarily (to help them with shooting)

Title: Re: Patches/Updates
Post by: Asid on January 06, 2016, 06:31:10 PM
Patch 9.6 - Minor fixes

Posted Today, 05:20 PM

What's new:
•   You can destroy your Yacht now if it is in the enemy port. Many people could not redeem the ship because the port with the yacht was captured. Now if it is stuck - destroy it and redeem a new one.
•   Player cannot attack now when he has an invulnerability timer. It was allowing some surprise attacks after exiting ports. (invul and invis timers will be reworked after release)
•   You no longer can attack players of the nation in the vicinity of their capital. The "protected by Capital" area is reduced 2x times.
•   Due to popular demand fleets were disabled for advanced ranks. You can only use fleets during first 3 ranks. Max AI fleet ship level is cutter. If you feel this is wrong please be more vocal on the forums to protect features you love.
•   Missions enemy strength somewhat decreased. You will still get some hard missions but less often. If you get a hard mission bring friends or cancel and take it in another port according to your rank.
•   Reminder: Missions force you to upgrade your ship. If you are trying to to lieutenant missions in a yacht you will suffer.

Fixed bugs:
•   Bug with lack of durability loss when client crashed was fixed. It allowed people to keep durability if they alt f4ed in battle in several rare cases.

Tunings:
•   Carronades max possible operational distance increased to 500 meters from 250
•   Martello towers armor class increased
•   Bot composition tuned (pavels can be only sailed by players) Max bot ship is 74-3rd rate
•   Durability numbers changed - 1st rank 1, 2nd rank 2, 3rd rank 3.
•   BR Rebalanced (lineships BR increased) to provide better balancing in events and misisons
•   AI Accuracy bugs fixed
•   Fort behaviour and shooting bugs fixed

Discussion: http://forum.game-labs.net/index.php?/topic/8161-patch-96-minor-fixes/
Title: Re: Patches/Updates
Post by: Asid on January 26, 2016, 04:05:06 PM
26 January Hot Fix: PvP One Clone/Mirror opened!

Captains

We have deployed the minor patch today on all servers. It contains the following:

1. Full clone/Mirror of PvP one opened today.

To provide a partial solution to queues we have opened a new full copy of the PvP One server.

Temporary name for the server: PvP 3 EU Mirror

Rank, Gold, Ships and assets counted at 12am 26th Jan will be copied to the new server from PvP One server. Other servers were not affected.

What this means:
If you don't like the queues on PvP one you can just relog to the new EU server and have all the assets you had on the 26th Jan.

What it does not mean:
It will only be mirrored once. So if you continue playing on another server only rank will be synchronized as usual. If you acquire a lot of new assets after 26th they will only be present on the server where you acquired them.

2. Fixes
•   Server caps increased to 2200 simultaneous players
•   Carronades have been improved and their close range penetration increased (it was too low).
•   Cayo Romano, Gibraltar, and 2 bermuda port mission problems fixed. Ports mission representatives no longer give quests. In the future mission spawns will be improved and these ports will grant missions again. Right now you might need to find another port.
•   Several server optimization features implemented.
•   Number of unnecessary packets sent to players reduced.
•   Assist XP/Kill XP slightly increased. We are going to increase group xp even further once we close the loophole with the abnormal kill xp granted in one case that could be exploited.


Thank you Captains for your attention.
Good luck at Sea!
Title: Re: Patches/Updates
Post by: Asid on January 28, 2016, 04:54:29 PM
Minor patch v 9.62
28 January

What's new:
Afk timers has been added to all servers. If the player is inactive in game for 30 mins he will be auto-kicked from the server.

Bug fixes
•   Tower target selection fixed. Towers in port battles now fire at targets even if they are partially blocked by other ships
•   Bot deceleration bug fixed – it will reduce the number of collisions between bots and players.
•   US server bugs with connections to instances fixed.

Tuning
•   Niagara was a new ship and some mistakes sneaked in: as a result
Turn rate increased.
Planking increased and its class improved (it was too weak for its class)
The ship is still in testing and will be added to the game at a later stage.
•   NPC Ships of the line can now carry heavier weaponry on the stern and bow, to provide better protection against stern camping. (players will get this ability next patch)

Leftovers.
•   Group xp awards are also improved in the internal build. It needs additional checking and might be deployed on Friday (but this is not a promise).
•   Niagara battle rating (BR) and other ship battle rating tuning will be done in the next patch

Title: Re: Patches/Updates
Post by: Asid on February 10, 2016, 09:51:45 AM
Patch 9.63: The Iron Crisis
03/02/16

What's new:
•   Chat now tries to reconnect if you lost the connection to chat servers
•   Empty messages now do not affect spam filters
•   Attacking a friendly now has several warning windows to reduce accidental piracy acts
•   Missions can only be joined by your group members and enemies of your nation. We will continue to update Rules of engagements going forward affecting timers, reinforcements and battle pull.
•   Group invite will now notify if the player declined your request

Fixed bugs:
•   Rhea is now properly called Yard
•   Several synchronization bugs fixed in relation to ship and player states
•   Fixed bug with locking controls when connecting to chat
•   Fixed bug with locking controls when switching instances
•   Fixed stacking bug causing lost resources if the stack is bigger than 10000

Tunings:
•   Kill will be granted only if enemy ship is sufficiently damaged to sink her.
•   Kill XP now awards 80% of the battle rating to the person who delivered max damage (3x increase)
•   Assist XP now awards gives 50% of the ship battle rating. (2x increase)
•   PvP bonuses increased from 150% to 200% to promote more pvp activities.
•   Small battle events XP reduced by 50% to compensate significant increases in PvP XP
•   Friendly kill penalties increased 10x

Iron crisis fixes:
•   Iron ore now produces 2x more ingots (100% increase) - to not affect the prices of other items ore prices increased - price per ingot will stay the same.
•   Iron ore production increased 2x
•   Carriage blueprints now produce more carriages
Large - 2x increase
Medium - 3x increase
Small - 4x increase
These changes will dramatically reduce the iron/oak logs requirements in production of ships and other manufacturing goods.

Other fixes
•   Low and mid ranked bots have lost upgrades for speed and turning
•   Bots cannot disengage from boarding



Title: Re: Patches/Updates
Post by: Asid on February 10, 2016, 09:53:07 AM
Hotfix deployed: Fir, Oak, Gold and other fixes
09/02/16

Hello Captains
We have deployed a small patch today

•   Open sea repairs increased to 40% from 25% - we hated that I needed to click repair button 4 times after every battle
•   Privateer speed increased by 0.5 knots
•   Prices to sell ships to port for lower level ships increased (will help in crafting and provide more options in selling crafting ships that no-one buys from the market.
•   Mission XP and monetary compensation increased
•   Trading ships speed reduced by 1 knots for every vessel
•   Gun loss chance increased
•   European traders now sell goods at slightly better prices
•   Gold production increased 2x
•   Fir production increased 3x
•   Oak production increased 3x

Good luck at sea Captains!

Title: Re: Patches/Updates
Post by: Asid on February 16, 2016, 05:54:52 PM
Patch 9.64 - deployed 12th February
11 February - Admin


Hello Captains. We are deploying a new patch tomorrow 12 Feb. We think it is a last minor patch before new content starts getting in.

Due to XP rework the deployment will take longer and maintenance will start at 11-30am kiev time

What's new:

New account XP system
Old system had a lot of problems and confusion. It did not give enough flexibility and was causing a tornado of bug reports. New system is elegant and solves many player problems letting us focus on development more.

Rules of the system
•   Rank, Craft level and Labor hours are synchronized on steam account (learnt blueprints are not)
•   Steam account sync is independent of the player name
•   You can have different nations on different servers
•   You can have different names on different servers
•   In summary you can delete a player and create another one with another name keeping XP

We know some players will say it can lead to this and that but we are not worried. It solves a lot more problems than it creates. In the future it might change but right now it is the best choice.

New small battles/large battle timers
A lot of players had problems when both sides did not want to lose the ship in events. Causing long waits and claims of trolling. Small and large battles have received battle and exit timers. This will allow players to exit the battle if both sides do not want to wait until the end.
•   Battle timer is 30 mins
•   Exit timer is 2 mins
You still cannot exit during first 30 mins. But if the battle is not resolved during that time after that you can exit the event using the exit timer rules from the open world.

Other fixes
•   Port battles with no damage bug fixed
•   A lot of players were trolling others by destroying friendly derelicts. You cannot destroy the friendly derelicts any more.
•   Damage calculations are more optimized in large battles.
•   Battle exit logic is improved and several bugs fixed
•   Ship no longer dissapears when sank enemy exits the battle
•   Mission rewards fixed - missions now give fixed 5000 gold: favoring young players and giving no advantage for higher levels who have other options to make money
•   4th rates and higher vessels repair prices increased 50%
•   Assault flags prices upper price level increased
•   Compass wood supply tuned
•   Carriages production levels decreased
•   Small events no longer feature bots that are unavailable at open sea.
•   Certain server tech was replaced - server crash like yesterday will happen a lot less now

Title: Re: Patches/Updates
Post by: Asid on February 16, 2016, 05:58:51 PM
Forthcoming content patch information.

 Hello Captains and Gentlemen

This is a first attempt at a devblog. We are planning to deploy a big content patch within next 10-14 days. We will freeze the build for the hot fixes on friday and start testing new content. Last hot fix could happen on Wednesday and will provide chat fix, in game mod colors, and port battles trolling fixes. After that no tunings and hot fixes will be possible until the big patch is out. If the patch is delayed everything is delayed.

Content patch discussion

New store interface.
We wanted to improve the store information for players making purchase/sale decisions and improve usability a bit.

In the new interface you will be able to see the amount of goods bought and sold at that price level and will be able to purchase everything in one block (no more unnecessary clicks if you wanted to buy 2000 of something - if someone is selling 2000 items you can buy it in one block). In addition to that you will be able to see top contracts and player names placing those contracts in case you want to trade with them in private.

New battle crew management - BIG CHANGE
Crew focuses have been reworked completely and became more realistic. They will now work as toggles – instead of absolute choices. Previously all tasks were fulfilled with penalties starting from zero penalty to 100% penalty in a linear progression, and you could only improve a certain task while reducing the benefits on another independently of your crew size.

(http://i.imgur.com/WpwH3XP.jpg)

In the new system:

All main tasks have a certain allocation of crew depending on ship type.
All main tasks have a minimum and optimal size of crew required.

• Optimal crew – task will be fulfilled at max speed
• Minimal crew – task will be fulfilled with penalties
• Less than minimal crew – task wont be fulfilled at all.

Sailing, Gun reloads, Repairs, Leak fixing is atomized and all of them require a min or optimal squad. The crew requirement is the sum of individual crew requirements. Switches between crew focuses take time and the bigger your crew the more time it takes to reposition the squads from task to task. If you have full crew you can toggle optimal performance for all tasks.

The main differences lie in the changes to gunnery. We will try to explain it in simple English – if we fail please rephrase for us in comments and we will update the text.

Previously all guns were reloaded simultaneously. If you did not have enough crew it affected ALL guns. It was unrealistic and unhistorical. In the new system every gun works separately and has a gun crew allocation. All guns are loaded gun by gun if you have minimal gun crew.

How it will work. Example: You first rate have lost most of the men and has 20 men left

Current old system: Ship suffers enormous penalty depending on a crew focus. All decks are affected. If you have switched on the gunnery crew focus you never reload anyway.

New system: Penalties and reload will depend on the gun composition of cannons for this particular vessel. If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle.

• Equip lighter guns – you will have more flexibility in choices when you start losing crew.
• Equip heavier guns – you will have to manage the crew.

Certain ships will become impossible to sail without extra crew management.

Repairs/Survival changes
Survival will also start working differently. If you have only 1 leak it will take only 5 men to repair and will not affect other sailor/gunner crew composition. If you have 90 leaking holes you will have to find 450 men to plug them in.
Repairs also will be affected. If you are repairing Victory you might need up to 30% of crew to repair 15% of the integrity (number is arbitrary at this stage).

These changes will also allow for interesting options in improving repairs in a realistic way.

Sailing
Sailing is simple and works similar to guns. You have a % of crew required to work sails and if you don't do any other tasks you will not suffer any penalties to speeds of raising sails or turning yards. If you have enough crew you can work sails and man guns at the same time.

Boarding
Boarding crew has to be allocated before the boarding. And the main difference with the old system is this: if you have enough men you can shoot guns and have boarders ready at the same time. Some ships with low number of guns will shine as a result – lynx is the best example. And it will allow you to board when you are sinking (sending some men to repairs and the rest to boarding party).

We also would like to discuss the following potential changes to the boarding – but they wont get in next patch.

• Only prepared boarding crew will fight in boarding for both sides
• Fire deck guns will be moved out of the boarding interface and you will be shooting actual guns with their real reloads and performance. If you don't have crew allocated to guns you will not be able to fire during boarding.
• Disengage duration will be affected by several commands and factors. Players wont be able to disengage in certain situations unless they are pulled away from the vessel by friendly ramming.

Production buildings
Production buildings are still tentative and might not get in next patch. Please leave your feedback on how you want production buildings to work in the following topic http://forum.game-la...gs-discussions/. We will of course try hard to make them happen in Feb but not sure about it.

New ships
2-3 new ships will be delivered after the patch – as they need more time to be tested and fine tuned. Most likely candidates are improved Niagara that will be boosted in certain areas based on the player feedback and Essex Frigate.

All other changes and proposed tunings are described in more detail on our forums. Please discuss here... http://forum.game-labs.net/index.php?/topic/10571-1st-big-content-patch-information/
Title: Re: Patches/Updates
Post by: Asid on March 02, 2016, 01:56:40 PM
1st Big content patch information.

Posted 15 February 2016

Hello Captains and Gentlemen

This is a first attempt at a devblog. We are planning to deploy a big content patch within next 10-14 days. We will freeze the build for the hot fixes on friday and start testing new content. Last hot fix could happen on Wednesday and will provide chat fix, in game mod colors, and port battles trolling fixes. After that no tunings and hot fixes will be possible until the big patch is out. If the patch is delayed everything is delayed.

 
Content patch discussion: http://forum.game-labs.net/index.php?/topic/10571-1st-big-content-patch-information/
Title: Re: Patches/Updates
Post by: Don_prince on March 10, 2016, 07:35:20 PM
Patchnotes:

Patch 9.65 - Crew management and resource production
Community Announcements - Admin
Hello Captains.
After 2 week delay caused by the physics rework and additional work required by new crew management the patch has been finally deployed.

Contents


Trading and crafting
Niagara Blueprint added to the game
Crafting notes were renamed to High Grade Notes
New crafting note types added to the game: low grade notes, mid grade notes. New notes are made by paying copper or silver coins to the researchers (imaginary scientists)
BP is renamed to Blueprint
Resource store interface reworked
Resource production buildings added – buildings can be built only in national towns
Ship construction building added – shipyard – shipyards can be built in all towns which you can enter
NPC production will stay on its current level and will be gradually decreased over time to fully player dependent economy
Blueprint learning chance now depends on the quality of the ship you are making
Better upgrades now can be made by using mid grade crafting notes
Compass wood requirements in ship construction are changed (more wood needed)

ROE and attack mechanics
Battle over timer now lets you stay in battle for only 5 minutes (to solve the pre maintenance port battle bugs that did not transfer the port to the winner if someone stayed in the battle)
Battle entry timers reduced to 2 minutes. This is a very important change - you will be able to pick the place of attack better and if you don't see enemy sails on the horizon you will be safer
Invulnerability timer does not let you enter battles anymore

XP rewards and statistics
Additional trackers are added in battle UI for better debug
PVP XP for kill and assist are increased 50%
Reward manager was reworked completely and now allows better slicing and dicing of damage and crits allowing better and more detailed rewards and achievements in battles.
Kill and Assists now grant monetary rewards which are doubled in PVP
Traders now give full loot if they carried any – previously because of the bug if you captured a trader it did not award full loot.
NPC Traders now can carry national resources

Port battles
Shallow water port towers now carry 12lb guns
Assault flag now weights 100 to not allow yachts and cutters to be a flag carrier

Combat
Niagara is now a better ship
Crew management completely reworked – remember that it is an early version and it will be improved based on the community feedback.
Sail repairs now repairs masts (if you did not have broken masts before). Previously if you repaired sails it did not recover masts HP if you had them damaged but not destroyed.
Camera bugs are fixed on Snow, Pavel, Pickle and Renommee.
Friendly derelicts now cannot catch fire from friendly damage
Exit timer now resets if the ship is on fire
Fast explosions on snow – fixed
In battle physics completely reworked and we now have better integration of Physx in game. It solved the collisions issues (and flipping) almost completely
Ship heel from damage eliminated – it was unhistorical and extremely annoying.
Sail furling and yard turning speed curves updated and should be more realistic now – falling first gradually then suddenly.
Crucial bug with cannon influence on speeds fixed (some ships UI speed indicated previously did not take the cannon weight into account).
Ships now cannot turn with 0 speed – this is extremely important and potentially game changing
Frigates are now less comfortable sailers in very narrow angles to wind
Bots stopped shooting chain temporarily
Fires now do more damage
Fires now are extinguished 10% slower

Boarding changes
Marines now work differently. They are not part of the crew anymore and affect your performance depending on their number. Marine upgrade now determines which % of your crew is allocated to marines. This is done in preparation for crew and officer hiring. Please review which marines you have as they WILL affect how you fight in battles.
Fixed bug with incorrect musket counts in certain rare cases
Brace now costs 5 preparation
Preparation per round growth is increased by 5
Certain formulas are reworked for boarding and if you have decisive advantange it will be easier to win during assaults.
Boarding now requires 50 preparation to initiate
Boarding pulling is improved and will suffer less random interruptions.
Expect other significant changes to boarding in the next 1-2 patches

Other fixes
Maintenance time moved 2 hours earlier required some heroic sacrifices from our QA
Some graphical assets were improved for the open world. Some players might not like them but changes were needed in preparation for land in battles. To enable better variety of trees enable Render Decorators function in options
Family sharing is now impossible
Ship report letter is taken out from loot
Battle sail mistakes fixed for Niagara
Victory model upgraded
More than 100 other minor bugs and problems fixed thanks to your report
Several rare exploits were fixed and closed thanks to qw569 research

Potential problems
With better physx integration possible bugs could happen – including visual problems with turning and heel to bow on certain ship models.
Some NPC bots became dumber – we are working on it
Several other marvelous bugs are probably introduced
Title: Re: Patches/Updates
Post by: Asid on March 24, 2016, 05:14:09 PM
Hotfix - 9.66 - Changing changes + some other things

Posted 17 March 2016

What's new:
•   Certain FPS Improvements were achieved (if you still have low fps in the OW switch to medium settings and increase level of detail to high - it will give a good boost while keeping visuals on good level)
•   Ship turning was reworked due to a lot of graphical and physx artifacts - ship turning returned to 9.64 state (but on new physx)
•   Lower sail HP now does not reduce crew requirement for sailing (as happened before)
•   Sailing crew is now affected only if masts fall down

Fixed bugs:
•   Extra bow heel now fixed on several vessels
•   Several technical problems fixed

Tunings:
•   Bug causing fast leaks repairs now fixed
•   HMS Bellona visuals slightly improved
•   Cannon mass changed to historical weights
•   NPC Resource production reduced by 20%
•   NPC Resource consumption increased by 2x to provide more trading opportunities
•   Production buildings labor hour requirements normalized at 150LH per 3 days of production
•   Player production levels changed (mostly increased for all resources)
•   Upgraded production buildings now give more LH discount (increase from 10% to 20%)
•   Boarding crew requirement to achieve 100 preparation lowered from 80% of crew to 50% of crew
•   Boarding crew focus priority now equals sailing and gunnery - it will be more evenly distributed if all crew focuses are switched on
•   Third rate turn rates slightly reduced
•   Cerberus turn rate slightly increased
•   Keep in mind that turning/accel/decel changes will continue to happen over the next month as we are not fully satisfied with them

Title: Re: Patches/Updates
Post by: Asid on March 24, 2016, 05:15:36 PM
Hotfix - 9.67

Posted Yesterday, 11:15 AM

Captains! Minor hotfix was deployed today.
 
What's new:
•   Flags updated for several countries
•   Reinforcements were disabled temporarily for rework
•   Captains no longer can enter battles from invisibility/invulnerability to avoid port hopping and hiding in battles for the purpose of ganking
 
Fixed bugs:
•   Boarding parties upgrade bug fixed
•   Unsynced gun sounds for several ships fixed
•   Several typos in gun tooltips fixed

Title: Re: Patches/Updates
Post by: Asid on April 11, 2016, 01:10:05 PM
Patch 9.68 - New ships
31 March -


Hello Captains: New patch has been deployed

What's new
•   New ship added: Le Gros Ventre
•   New ship added: Ingermanland

Fixed bugs
•   Battle spawns fixed - joining ships no longer can spawn closer or even ahead of you if you are being attacked.
•   AI marines fixed - they gave no bonuses to the AI ship causing easy wins in boarding

Gameplay Tuning
•   Crew requirements slightly reduced for frigates and higher
•   Cannon crew requirements slightly reduced as well
•   Light ship planking integrity increased for all vessels up to a brig
•   Surprise speed slightly increased
•   Frigate speed slightly increased

More announcements will follow with detailed ship descriptions

Title: Re: Patches/Updates
Post by: Asid on April 13, 2016, 04:17:07 PM
Patch 9.7 - Land sighted
13 April

What's new:

Main and the most exciting feature: Land in battles
We developed an amazing tech fully replicating open world land in battle instances. This will bring an extra dimension to combat visually and in gameplay (especially when fighting close to land). Expect multiple bugs with this feature including performance related issues. Very large battles close to land will most likely lower your FPS. To minimize the problem we suggest tweaking the settings.

Rules of engagement changes
•   Land in battles changed Rules of Engagement.
•   Players who are pulled into instance will spawn in exact positions form the open world.
•   If you have enemies ahead of you they will be ahead of you in battle.
•   Please be more careful when engaging enemies and avoid situation where you can spawn surrounded.
•   Lag compensation visual circle is added. When you select a ship you will see a small circle around it. If you attack the enemy within that small circle your spawn positions are not guaranteed. If you want to guarantee exact position for spawns attack outside of that small circle.
•   The land in battles spawning has not been tested in large player base environment and we will need your feedback.

Reinforcements changes
•   Player reinforcements are now positional, but they always come a good distance away from the main engagement.
•   Because spawns are now fully positional and you can place yourself very close to the enemy – ships now start the battles with guns unloaded (as it was some time before in early testing)
•   Important: Port battles will continue to be played in separate instances (old system) until their full rework in the next content patches.

Soften the ganking.
•   Ganking is considered a main problem by a large portion of the community and needs to be lessened a bit. We are bringing back an old feature FOR TESTING that was in game before the release. Initial attack does not have any limitations as before. But entering the battle cannot change the balance in battle for more than 1.5x BR difference. In this case if you got yourself into an even fight enemies close by will not be able to unbalance the battle. Of course if you see a large fleet on the horizon its still better to run.
•   Attacks in the protected areas are now prohibited by design (even on NPCs) to avoid pulling your fleets into battles by hidden alts or by mistakes
•   We are aware of the counter-tag issues and ROE will be addressed eventually.

Mortar brig added
•   Historically accurate mortar vessel has been added to NPC Stores in the game. Its main purpose is to destroy land fortifications and stationary ships. It is not fully tuned gameplay wise and we expect you to provide a lot of feedback on the mortar brig gameplay and potential improvements.
•   Mortars are switched on by pressing K. Min fire distance is 1.5 km. Ball takes 30 seconds on average to reach the target.
•   Blueprint will be added at a later stage

Duel room added
If you enter the duel room the combat will automatically start with another player waiting in the lobby if he has the same ship as you. In the future the threshold might be increased. Please provide feedback on the battle timers and exit timers in duels.

PvE content
•   Large NPC fleets added to open world
•   Generated Epic events adjusted to your group size have been added to the open world (randomly placed)
•   Fleet orders added to mission list – allowing players to participate in group NPC battles
•   Fleet orders can be entered as a group
•   You can now take missions of every level (both fleet and single ship missions)
•   Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Trading ships can be captured.

Other changes
•   You can now disable reload (by keeping the ability to fire) for the whole broadside by pressing F5 - this will free up men if you don't plan to use that side of the ship in combat
•   Leak system reworked. If you shoot at the right places when ship or waves are in the right heel or position you can sink the ship by just generating enough leaks.
•   Group size has been increased to 12 people for the open world combat and events. Small and large battle events only accept groups up to 6 men to avoid un-balanced fights in the events.
•   All ships up to heavy frigates have been added to NPC stores.
•   Extra notifications added for creating new characters and for deleting the outposts. Hopefully this will reduce the accidental deletion of outposts
•   Clan officers can change the clan descriptions and kick members from the clan.
•   When installing cannons you will see their effect on speed in the port ship description.
•   Known blueprints no longer drop for the crafter
•   Enable/Disable enemy communications option now works in instances
•   Ignore list now does not allow trade invite spam
•   Extra graphical options are added for land visual settings (to lessen the land effect in large battles close to the shores)
•   Disengage command now cost 45 preparation (works both ways)
•   Unprepared ships start with 25 preparation when boarding begins (you are in battle and are somewhat prepared to boarding fight anyway)
•   Price movements are disabled for NPCs - producing ports make and sell goods at one price, purchasing ports buy goods at one price to fix several minor bugs allowing random high income in several cases.
•   NPC resource consumption increased for several goods
•   NPC purchase price bonuses removed
•   Bot behavior bugs fixed before major overhaul in the future - no work on bots will be done for 1-2 months
•   Penetration systems slightly improved
•   Hammocks bonuses increased
•   Grind has been somewhat addressed by lowering the XP thresholds

Fixed bugs:
•   Several redundant messages removed
•   Battle circle of death synchronization bug fixed
•   Ingermanland is now a proper 4th rate
•   Steel tool box now gives absolute bonus not % bonus
•   Several bugs for NPC behavior fixed
•   Several boarding visualization bugs fixed
•   Several repair time bugs fixed
•   Several graphical bugs fixed on Le Gros Ventre
•   FXAA can now be switched off forever (it was enabled every time you launched a client)
•   Several minor bugs with crew management fixed
•   Bot reload bugs fixed
•   Cutter positioning on water in the OW somewhat improved
•   Multiple bugs and problems probably introduced.

Title: Re: Patches/Updates
Post by: Asid on May 19, 2016, 12:02:30 PM
Patch 9.8 Damage model, New ships and other things
19 May - Admin

What's new:
 
Closing server PVP 3 EU mirror
•   PvP 3 EU Mirror will be closed down during patch deployment.
•   Player assets will be moved to accounts on PVP EU 1
•   Most assets and currency will be given to players as redeemables.
•   More information and details on the process are posted here

Damage model 5.0 
•   Penetration models were completely overhauled
•   All last remains of random factors and probabilities were cleared out of the code base to make damage purely skill based.
•   Cannons have penetration numbers based on historical data (very close to admiralty test tables)
•   Armor width is added to ship parameters and effective armor based on angle of hit is added as well.
•   Masts have received thickness (in addition to hp) - no more 1km demasting
•   Modifiers of wood types have changed
o   Fir = -10cm
o   Oak = standard
o   Teak = +5cm
o   Live oak = +10cm
•   Detailed description is in this topic: http://steamcommunity.com/app/311310/discussions/1/364041517009836870/
New damage system was extensively tested by our QA and us, but of course it still requires final tuning based on player feedback and results. Expect potential problems and unbalanced ships or gun types. 
 
New ships added
•   Player voted ship: Rattlesnake - sloop of war
•   Player voted ship: Chapman's Indiaman - combat trader

Rattlesnake
(http://i.imgur.com/ecTtChM.jpg)

Indiaman
(http://i.imgur.com/jwqffMf.jpg)

Changes in port battles 
•   There are 3 types of port battles now. To give frigates more intensive testing of the damage model and to give more options for frigate captains.
•   Shallow water ports - no changes
•   Medium depth port battles - Cerberus to Ingermanland/Constitution
•   Regional port battles - Cerberus to Santisima 
•   Defense timers cannot be changed by defenders after they were picked the first time. Choose them wisely.

Changes in battle entry, reinforcements, and capital waters 
•   Captains wont be able to enter battles immediately after log in, port exit or sitting in battle result screens. To do that the system of invis/invul has beend changed. After login or port exit or battle exit you will not be able attack or be attacked for 30 seconds. 120 sec invulnerability timer wont let you enter battles. This will completely solve hiding in battles issues. 
•   Positional reinforcements system has changed closer to the old method. Captains wont be able to position themselves ahead of the enemy. Captains can only reinforce battles from defined zones that will be visualized on the map. 
•   Capital water protection system changed. You can attack enemy ships in your capital waters. Not only that. That battle will be opened for 1.5 hours and will be fully positional during the whole battle time. 

Other changes
•   Spyglass added to open world
•   Clan warehouse added to the game
•   Clan tag is now showing on the open world
•   Ports will sometimes purchase ships from players on the auctions
•   Fleet orders will now scale based on your group size
•   All orders after their start will be open for your nation for 2 mins to allow bigger engagements 
•   We are doing certain experiments for xp for travel for future exploration and other features
•   System allowing a much stronger side to exit battle has been reworked. We now take into account only starting battle rating difference situation at the start of the battle (previously it was dynamic). The rest works as before. If you were attacked by a weaker force - stronger side could deny battle and exit during first 2 mins (this is a legacy feature somewhat reducing the effect of trolling by light ships).
•   Exit timer is now going to reset if you are taking water. This will help in group battles where you always had to keep destroyed enemy tagged.
•   Mortar brig hits will now generate leaks under waterline if it penetrates
•   Teleport between outposts(docks) is now without cooldown
•   Teleport to capital (unstuck) is now possible only with the empty cargo hold 

Fixed bugs:
•   Certain CPU load optimization was implemented.
•   Fixed camera bugs on Essex
•   Fixed bug with time bonus on Steel Toolbox
•   Fixed main camera bugs on the Mortar Brig
•   Fixed reload bugs on Mortar brig
•   Fixed several lightning issues on Mortar brig
•   Fixed bugs causing distance problems on mixed decks
•   Several sound bugs fixed

Tunings:
•   Ingermanland и Constitution are now built on 2nd level shipyards (because they are 4th rates)
•   Ports will stop buying resources if NPC stock exceeds 25000 - further changes to economy will be done in the next patch
•   Broken rudder bug fixed (it was not giving enough penalties)
•   Repair kits are removed from loot
•   Minor changes in pricing of blueprints and ships were done to allow faster tuning and design changes 
•   Num Enter on keyboards can also send messages now
•   2 important exploits were fixed thanks to the Captain qw569
•   Multiple headspinning bugs were introduced

Next content patch will be deployed in a month. Before that we plan to issue 1-2 hot fixed to finalize damage model and several other things.


Title: Re: Patches/Updates
Post by: Asid on June 05, 2016, 03:47:17 PM
Hotfix 9.82 - Grape fixes and other tunings
27 May - Admin
Patch will be deployed today on Friday 27th May
 
What's new:
•   Fixed the bug that did not increase crew damage when shooting at top deck of the ship on the boarding crew focus.
•   Officers cannot close clan warehouse now (to avoid extremely painful mistakes)

Fixed bugs:
•   Grape bugs fixed. Grape damage now depend on planking state and distance
•   Grape now affects exit timers again
•   Fixed bug that did not allow exit from the contested port

Tunings:
•   Ramming leaks are disabled - we considered them unhistorical because ships collide above the waterline and by the time underwater parts hit most energy is lost due to water friction and bow destruction. This also fixed several game breaking exploits like using cheap ships to disable heavy vessels by ramming.
•   Cannonball damage to crew slightly reduced
•   As a start of anti inflationary changes monetary rewards for port battles are now 1x
•   The ability of cannonballs to destroy cannons through stern is slightly reduced to include cannons that are destroyed but are still blocking the shots.
•   HP of masts rebalanced a bit. Approximate number of shots to destroy the mast based on the max possible caliber for that ship is 7 for the lower section 3 for mid section and 2 for upper section of the mast. Mast thickness still works so it is still going to be impossible to demast from 1km. (previous mast thickness was 10/5/3 for respective sections)
•   Chain damage increased significantly

Title: Re: Patches/Updates
Post by: Asid on June 05, 2016, 03:48:14 PM
Hotfix 9.83 - Patch notes
3 June - Admin

What new:
•   Boarding upgrade - Marines - no longer gives insta preparation. The speed of reaching 50 now depends on your marines %. 
•   Fixed bug artificially reducing the penetration for all guns if distance is above 200 meters

Tunings:
•   Live oak wood type now gives 7cm instead of 10
•   Teak wood type now gives 4cm instead of 5
•   Fir wood penalty is now -7cm instead of -10
•   Armor values adjusted for all ships from Rattlesnake to Victory
•   Cannons and carronades penetration adjusted
•   Slight changes for mast hp and thickness - additional changes might be required
•   Grape damage adjusted - crew damage through stern somewhat improved.
•   Penetrating leaks under waterline take slightly more water

Title: Re: Patches/Updates
Post by: Asid on June 16, 2016, 09:22:17 PM
Hotfix 9.84 Patch notes
15 JUNE - ADMIN
Hello Captains
 
Here are the patch notes for the final hot fix before the next June content patch.
 
Tunings
•   Ingermanland blueprint drop learning chances adjusted
•   Mast thickness adjusted as most pvp matches turn into a mastshootfest again
       o      Ship of the same level will achieve comfortable results in demasting at distances below 300m
•   Frigates planking increased for all ships from cerberus to Trincomalee
•   Chain shot accuracy lowered by 5% (formerly it was increased by 10%)
•   Chain shot damage reduced by 15% (formerly it was increased 100%)
•   Waterline height adjusted on to correct levels on some vessels (it was placed too high before)
Other changes based on your feedback (like tuning the ROE timers and Reinforcement zones positions) will get in during the content patch deployment. We are currently focused on crew, officers and several other important changes.
Title: Patch 9.9 Fishing, Officers, Fleets and other things
Post by: Asid on June 29, 2016, 06:57:31 PM
Patch 9.9 Fishing, Officers, Fleets and other things
29 JUNE - ADMIN
Preliminary Patch notes 9.9
 
What's new:
 
Officers
•   Basic implementation of officers added to the game
•   Player can now recruit a first lieutenant that will sail with him.
•   Officer can level up with the player opening new possibilities and options
•   Officer will be wounded when your ship is lost - implemented as lives
•   Officer does not lose lives when you surrender in battle
•   Total number of lives = 10 and if you lose all of them you will have to hire a new officer
•   Starting set of perk is limited - a lot of things had to be reworked to support them. The set of perks will be drastically increased in the next patches adding open world perks, crafting perks and trading perks and of course more battle related perks. The main goal of officer perks is to provide unique and exciting bonuses without any useless options (so called filler).
A lot of perks were proposed by players and as promised - captains whose ideas will get into the game eventually will receive rare ships as rewards.
 
Starting perk set
•   Double charge – officer knows how to efficiently use double charge powder allowing using this option in battle
•   Double shot – Officer knows how to efficiently use double shotted guns (cannot be used on carronades)
•   Determined defender – Officer knows how to prepare the organized defence on boarding. Your ship can only be boarded if the attacker has 40% higher crew. It also gives you the option to use the defend command for free (during boarding) 
•   Thrifty – Repair kit is not consumed if you use them in battle
•   Prepared – Ship starts with loaded cannons
•   Pirate Hunter – Officer hates pirates and is able to motivate his crew better, allowing faster reload if the enemy ship has a pirate flag. Reload bonus is 20%. In the future this perk will only be available to nationals
•   Pirate – officer with the shady piracy past, allows to extract more sailing performance increasing battle speed by 1 knot if the enemy has a national ship on their side. In the future this perk will only be available to Pirates.
•   Frigate Master/Lineship Master/Light ship Master: Basic implementation of class bonuses. Currently give +1 knot speed and +5% faster reload. These bonuses are temporary we have already found interesting ways to improve them to provide true class related improvements. 
•   Mortar Officer – officer knows how to use mortars better and gives great bonuses to mortar usage. 
•   Coward – Officer loves to run from battle and knows how to do it. Exit timer is 2x shorter
Perk prices in points and their characteristics are not final. They will constantly be improved. In the next couple of patches 20-25 more unique perks are coming. 
 
Fishing
(http://i.imgur.com/t0QMpxJ.jpg)
sailor fishing on a Palas class frigate


•   Basic fishing is added to the game, giving more options during travel and giving an income boost for new players who are just starting.
•   We initially added 25 caribbean fishes with realistic fishing zones; reefs, shallows, deep water, coastal water all have unique fish distributions based on the real fishing maps 
•   Fish is used to make provisions that are needed for crew recovery.
Depending on the popularity fishing will be improved in the future. 
 
Crew Management
•   Crew mechanics have been changed significantly for testing.
•   Crew is no longer a free element and does not have auto-recovery from the air.
•   Crew needs to be hired and recovered after losses
•   Crew is lost on any ship loss
•   Crew is not lost if you surrender in battle
•   Every rank has its limit of free crew provided by the admiralty. For example a first ranked newbie has 40 free crew, so he does not have to pay for crew if he loses the ship. At higher levels the free limit will be enough to jump into a basic frigate. Lineships will be more expensive to maintain. 
•   Crew can be recovered by medkits in the open sea after battle
•   In the future doctor can be added to recover parts of casualties slowly in battle.
•   Basic medkits will be available in all ports, more advanced options have to be crafted by players.
One of the purposes of the crew is to provide more options in fleet managements as fleets are back. This is a third attempt to bring player fleets back. 
Player can add any ship to their fleet provided he has enough crew to man those vessels. 
Fleets can now be repaired at sea by using consumable repair kits
 
Other changes 
•   Npc Capture is back - players can capture ships from NPCs up to 4th rank. Captured ships will have to have crew assigned to them and they can be given a command to escape battle if you want to save that ship even if you have enemies present.
•   New buildings added - Tobacco Plantation, Sugar Plantation, Farm
•   New resources added - tobacco, sugar, salt
•   New materials added - fish meat, food supplies
•   New consumables added for crafting repair kits, medkits
•   Chat security improved (problem was identified by the player qw569)
•   Land added to minimap
•   Coordinate grid has been added to open world map
•   Home is disabled in Open world
•   New sounds added

Fixed bugs:
•   Shadows bugs fixed
•   Crew casualties caused by grapeshot were not counted - fixed
•   Certain bugs with the single tracking shot from lower decks fixed
•   Fixed bugs with boarding crew focus visualization after boarding
•   Fixed bug of player teleport after port re-entry
•   Fixed bug that was not dropping full loot on ship capture
•   Fixed certain sound bugs

Tunings:
•   Number of regional centers increased to allow more ship of the line port battles for several nations (list here[forum.game-labs.net])
•   Flag purchase cooldown increased to 2 days (48 hours). Initially we wanted to make it 7 days but based on player feedback it could create problems for several nations. Port battle rework is now set as high priority and they will be changed drastically by August.
•   Battle relog after disconnect time increased to 40 mins to allow player to return to battle during longer time if internet went nuts.
•   Certain blueprints have been changed to reduce redundant clicks
•   Port battle win conditions changed - small port battles 1 tower is required for large port battles 3 towers are required
•   Building productions increased
•   Prices of production in buildings reduced
•   Knee requirements increased - it was too low for many ships (18 knees for santisima). It is based on cannon count now.
•   Rum prices increased 5 times. Rum requirements for certain blueprints reduced accordingly. Prices were changed to provide for medkit pricing.
•   Reload times for 4lb guns increased
•   Crew requirements for 4lb and 6lb cannons and 12lb carronades reduced by 1 gunner.
•   Spawns in missions are now closer to each other
•   Grapeshot damage curves changed to allow for more consistent kills at low planking integrity
•   Mast thickness increased for all vessels
•   Speed slightly reduced for Trincomalee and Rattlesnake
•   Belle poule speed increased
•   AI command fulfillment behavior improved
•   Bots lost hammock bonuses to avoid certain bugs in crew transfers
•   Boarding tuned slightly.
Due to significant changes in crew - we expect that there might be some bugs we missed.


Title: Re: Patches/Updates
Post by: Asid on July 11, 2016, 01:16:09 PM
Hotfix 9.92 - Patch notes
7 JULY

What's new:
•   Small repair kit and small medical kit is added to loot tables
•   Sealed bottles can now be stacked

Fixed bugs:
•   Mixed decks (carronades + cannons) bug, causing guns shooting ball even if it had double shot loaded - fixed
•   NPC fleets did not lose durability when sank – fixed
•   Repair kits sometimes did not fix the NPC fleet ships – fixed
•   Mixed deck bug causing shorter distance on long guns fixed

Tunings:
•   5X min BR difference for attack added back
•   Double shot penetration penalty removed
•   Double charge damage penalty removed
•   Carronade penetration drop reduced slightly
•   Cannons will be destroyed more often with raking fire
•   Fire chance lowered
•   HP for all rudders lowered by 20%
•   Determined defender lost free defend command
•   Salt requirement in food supplies lowered
•   Fish meat consumption in ports increased
•   Tobacco and sugar production prices lowered
•   Salt production increased

Title: Re: Patches/Updates
Post by: Asid on July 30, 2016, 10:21:37 PM
Patch 9.93 Bucentaure, acceleration fixes and other things
28 JULY - GAMELABS
Patch 9.93 will be deployed today
 
What's new:

•   New ship added: Bucentaure - a superb and powerful french ship of the line (drops from 3rd rates and rarely from Ingermanland). Blueprints will be reworked in the future through the academy building so please ignore that it drops from english/russian lineships
•   New set of battle and economy perks/skills added
•   Battle
o   Press Gang – crew members alive after boarding join your crew
o   Area Control – you and all enemy ships within 500m from you cannot exit the battle
o   Pump inventor – improves pump performance
o   Carronade master – improves carronade accuracy
o   Storage master – provides additional repair kit in battle but reduces speed 
o   Admiralty connections – reduces crew hire price
o   Trimming Expert – reduces ship heel
o   Rigging Specialist – improves your sails (reducing incoming damage) and repairs them better 
o   Emergency master – reduces emergency repairs cool down 
o   Expert Carpenter – increases repair amount in battle and in the open world
o   Expert Surgeon – medical kits efficiency increased
o   Defence Drill – reduces cost of defend command

•   Economy
o   Foreman – increase Labor hours regeneration
o   Overseer – increase Labor hours storage
o   Royal shipbuilder – reduces LH consumption for all vessels
o   Lineship shipmaster – reduces LH consumption for ships of the line 
o   Frigate shipmaster – reduces LH consumption for all frigates and 4th rates
o   Light ship master – reduces LH consumption for unrated vessels
o   Gifted – increases blueprint learning chance
o   Fisher – increases chance to fish something out of the water

•   New acceleration physics. Expect significant changes and temporary annoyance. 
•   Auto-escape functionality added. If you internet disappears in 5 mins your ship will set sail at best angle and will sail straight until exit timer allows exit the battle. 
•   Sail animations somewhat improved
•   Perk reset functionality added - costs 3 levels
•   Pirates are now considered nation in large battles in the lobby - no longer filling both sides. 
•   Convert All (fish) button added to convert all types of fish
•   Repair and Medical kits allows teleport now
•   Surrender is no longer possible if you are sinking or on fire

Fixed bugs:
•   Fixed bugs with free crew generation in certain cases (e.g with basic cutter)
•   Fixed bugs with extra pump upgrade
•   Fixed bugs with shipwreck locations distribution
•   Fixed bug that dropped sails to 0 if you started surrender
•   Fixed certain bugs in command tablet (m)
•   Fixed bug that your officer did not get XP if you lost a durability
•   Bucentaure visual bugs fixed

Tunings:
•   Changes to turning (turning acceleration is coming in one of the next few patches)
•   Mastery perks speed bonuses lowered
•   Assault flag requirement lowered to Master and Commander
•   Shipwreck resource variability increased
•   Chance for shipwreck bottle drop increased
•   New tobacco and sugar sources added (american coast in particular)
•   Speed changed for Victory and Santisima
•   Damaged rudder (yellow) penalty lowered by 25%
•   Morale bonuses for all boarding upgrades lowered
•   Steeltoolbox and survival handbooks rebalanced
•   Cannon loss through stern somewhat increased
•   BR tuned for St Pavel and Bucentaure 
•   Color blind colors adjusted for better visibility
•   Enable communcations with enemy nations is enabled by default
•   Leaks adjusted for all vessels
•   Waterline lowered for ships of the line (was a bit too high)
•   New bugs most likely introduced
Discuss.. 
 
Next patch alliances and some other minor things

Title: Re: Patches/Updates
Post by: Asid on August 18, 2016, 03:36:02 PM
Patch 9.94 Alliances, New ships, New features
17 AUGUST - GAMELABS
Hello captains. Here are the notes for the patch that will be deployed today.
 
New ships
  To celebrate the increase in the steam ratings 4 ships will be added to the game as event ships.
•   Rattlesnake Heavy – event blueprint.
•   L Ocean – event blueprint.
•   Agamemnon – event blueprint.
•   Gunboat – redeemable for existing users and event blueprint. Redeemable will be given out by end of the week.
Event ships are available from special events only – that will be available for for all users on PvP and PvE servers.
 
If ratings continue to grow we will try hard to add more ships before release. We need your support to make the game better. Please go to Steam and rate the game if you have not done so. Thank you for all the generous support!
 
Alliances
•   Alliances added as the first step in the conquest rework. Alliances are a testing feature and might change the game completely. We believe that alliances should make the game play better, but we don't know if they will.
•   IMPORTANT: For initial testing alliances are signed for short periods to help us run several rounds of votes and find bugs together during mass testing. Alliances between nations will change often in this testing patch. In the future alliances length will be increased to intended 3 weeks in a hot fix.
•   Voting is available from third lowest rank and only if your character existed for 15 days in this nation. Number of votes increases with your rank.
•   For more detailed information on the alliance mechanics please visit this topic: http://forum.game-labs.net/index.php?/topic/15577-alliances-final-design/.
To enforce alliances better we made several additional changes.
•   All captains have learnt flag recognition better. As a result attacks on friendlies by intent or by mistake are no longer possible. Pirates always acted as a big brotherhood - its is the same for pirates now. Outlaw class is planned for the real pirates who are against all authorities. 
•   Friendly player smugglers are no longer attackable. The main reason for this change is the battle denial exploit.
•   Groups can be created with alliance members.
•   Alliance chats added – 1 chat for 2 nations. If your nation has 2 alliances you will have to use 2 rooms. But remember - Loose lips might sink ships:https://en.wikipedia.org/wiki/Loose_lips_sink_ships.

Other features
•   Special new feature added – you will find it out by playing.
•   Special new event added – you will find it out by playing.
•   Ships crafted after patch have the name of the crafter added to it. 5% of all combat xp earned on that ship will also be given to a crafter directly to his XP.

Perks changes
•   We are continuing to add and test systems that can be modified by perks/officer skills. These systems give us extra flexibility in the development and allow to quickly test new interesting gameplay options and features. Some perks can be unbalanced and will eventually be removed if they are hated by the players. Please ignore annoying perks - all bad designs will be removed eventually.
•   Next patch month we will start actively changing perks and upgrades. To give players some flexibility perk reset becomes free until perks are stabilized.
•   Storage perk becomes useless. All bonuses from the perk are removed. Use free reset to replace the perk.
•   New perk Doctor – perk recovers 70% of all casualties in combat if you ship is alive by the end of the instance.
•   New perk Social – battle generated by the player with this perk stay open for 30 mins for both sides. Other battles will not get affected.
•   New perk Hold optimization – 20% more hold weight.
•   New perk Shipyard connections - +15% to ship prices sold to NPC buyer in ports.
•   We know that trading and combat should be done through separate officers and plan to add a non-combat officer as a second hire in the future.

Fixed bugs:
•   Fixed bug when muskets were sometimes counted incorrectly during boarding.
•   Multiple other bugs fixed.

Tunings:
•   Bucentaure excessive crew loss somewhat addressed.
•   36pounder gun added. It is exclusive for only one vessel at this stage, but this limitation will be removed in the near future.
•   Extra check is added during player deletion to avoid unfortunate accidents.
•   Holds are finally rebalanced for all vessels, it is now closer to historical hold sizes. We will continue tuning hold sizes going forward.
•   Small battles room balancer and conditions changed: http://forum.game-labs.net/index.php?/topic/15739-tournament-support-changes-to-small-battles.
•   Storm sailing speed penalties lowered.
•   Sealed bottle drop chance reduced.
•   Sealed bottle distance brought back to old – closer distance. No more excessive long journeys. 
•   Copper coins added to shipwrecks.
•   Area control perk radius increased to 750 meters.
•   Press gang bonus lowered to 50%.
•   Stiffness was buffed to give +5% to mast HP and +2cm to armor.
•   Boarding tweaks were made. Boarding will be more dynamic and generally more enjoyable.
•   Minor changes to some ship performances were made.
•   Cannons penetrate trough water a lot less.
•   Bot name tables improved thanks to several mod volunteers.
•   Probably several horrible horrible bugs introduced.
After patch is stabilized we will start working on the second part of war&peace improvements in relation to port battles, war effort and conquest in general. + New sounds and AI improvements.
 
Discuss. http://steamcommunity.com/games/311310/announcements/detail/815536179393717923
 
Extra requests
Groups preparing for the tournament  - please test the small battles room functionality with your practice partners if it works correctly as intended. We are ready to hot fix the problems if any appear.

Title: Re: Patches/Updates
Post by: Asid on October 20, 2016, 02:57:01 PM
Patch 9.96 New conquest, New trading, New ships and many other things..
20 OCTOBER - GAMELABS

What's new:
 
Rookie regions
•   Bahamas has become a rookie region.
•   Additional uncapturable capitals are added in the Bahamas.
•   Rookie region has special ROE (identified by the message rookie battles area). All battles start 1v1 and other players can only reinforce it using reinforcement zones for 30 minutes. Limit of reinforcements is set at 300 BR.

Map changed
The map is split into regions. All information on the regions and their composition can be seen on the in game map.   
 
Combat tuning
Starting from this patch we will actively work on ship rebalancing. These works were delayed because of the tournament, but the tournament helped to uncover more balancing issues that require attention.
Currently the main goal is to increase ship importance and reduce upgrade importance for combat performance. 

•   All men are created equal and all crew colliders were standardized. Previously some ships had men with 180cm height (cutter) and some had 150cm men. This is no longer the case. Although cutter captains still have the biggest hands.
•   Many upgrades were rebalanced and mostly nerfed
•   Several perks were rebalanced and mostly nerfed
•   Lower calibers that were often used on 5th and 4th rates had their penetrations improved. The change affected 4lb 6lb 9lb guns mostly. But these guns penetration drop from distance was slightly increased
•   Carronades penetration drop from distance significantly increased making them effectively a short range weapon. Don't expect any penetrations above 500m.
•   We also changed how penetration shot retain energy depending on the wood type. Fir hulls allow to pass more penetrating energy to the opposite side, live oak less. Previously all wood types had same penetration retention.
•   Splinter damage: When a cannonball hits a broadside it affects crew differently when it flies above the deck creating casualties by shockwave or hitting men directly. Nelson’s assistant was killed by a shockwave from a high flying cannonball. We have separated cannonball damage to crew into two parts. Cannonball hitting an unprotected crew will generally have less casualties on the ship than cannoball penetrating the broadside, generating splinters. If you aim at broadside areas with crew behind it you might inflict good damage on the crew.

Shipbuilding, Trading and Resources
Trading was completely overhauled. We are very excited about it because we have coded in a very flexible system allowing us to easy add or remove resources by group, nation, region, island and large area, control prices and margins, demand and supply and multiple other elements helping us to make trading and resource generation to feel more alive.
When we first introduced trading into game in 2015 it required several months of balancing based on mass use by large number of players. Thus - expect resource shortages, abnormal profits, and strange things in the first two weeks. Report them in the respective feedback topics and they will be fixed.
 
•   All buildings were removed from player accounts and funds used to build them were compensated
•   Shipyards removed from game for rebalancing, to allow players to build ships in multiple regions with regional bonuses. So building ships no longer requires a shipyard. All allied ports will provide shipbuilding capacity for the player. Funds used to build shipyards were compensated. 
•   Delivery orders will allow players to receive trading xp and crafting xp by helping the in game economy. All ports with the unfulfilled NPC demand and large player contracts will generate delivery quests that players can take and fulfill. This will allow traders to exert more influence on the market and see what is needed. 
•   Pricing systems were upgraded, new goods introduced, new NPC demand was created for some crafted materials (initially in the several areas only). 
•   Weights, prices, stacks and volumes will change. New buildings for new resources were added.
•   Trader tools are integrated into the client. They will help adventurous traders to find good deals in the Caribbean. They might also help privateers to see where people might be going for good deals. Trader tools are accessible from the in game map (M).
•   New resources will be required to craft quality ships depending on ship weight.
•   Ship quality importance increased. Increasing ship quality will improve its characteristics starting from ship HP, speed, turning and other parameters.
•   Speed and stiffness added to selectable characteristics, all RNG removed from crafting.
•   Regional bonuses for ships introduced. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses.
•   2 new wood types added: Mahogany (ligher live oak basically), Bermuda Cedar (fir without negatives)
•   Contracts will be allowed for upgrades
•   Upgrades can be broken down for parts and resources
•   You can no longer sell a ship if it has something in hold or has upgrades installed (many players were losing items when not reading warnings)
•   Wood production slightly changed. Compass wood is no longer a separate resource. Compass wood (curved trees) can drop from any forest during wood production. Fine logs (e.g. fine oak) will drop some times when growing trees in forests.
•   European traders removed (experimental feature)
•   Salt can now drop when fishing
•   Contract number increased from 5 to 10

ROE (experimental feature)
We will be testing several options for Rules of Engagement – ROE this patch. This might upset some users but it have to be done before release (will be impossible after).

•   Open world battles: 2 circles system is being tested. 1 tag circle for attack and 1 large circle for pull. Battles will close instantly on start (except for rookie zones)
•   Rookie zones battles. Battles always start 1v1. Battle will be opened until BR evens out. BR limit is set at 300. Players wont be able to enter if their ship will exceed the BR limit.
•   Hostility missions: Battle will be opened for 30 mins. 
•   OW NPC fleets will no longer count for 5X anti griefing protection. Only players will affect that rating
•   Crew size will lower battle rating of your fleet. Example (numbers are for illustration only): If sail a cutter with 2 Bucentaures in your fleet with 40 crew on each - you will fleet will be valued as 3 cutters for ROE.
 
Mission changes.

•   Missions can be taken for every region from any port.
•   Missions will generate or reduce hostility - thus enemy should be able to influence the flow of events. Because of that missions will always be open for entry for all sides for 30 minutes.
Bot distribution changes
•   With new hostility system bot distribution changed. Regions will have national NPC fleets. For example you will mostly see british NPCs near Jamaica and only occasionally will see other nations fleets who sailed there from the nearby region. 
•   Pirate fleets added.
•   Captured NPC ships will be good sometimes. And because of randomization of the hidden upgrades they might come up to be uniquely interesting (experimental feature).

Port battles and conquest
Port battle set up system changed significantly.

•   Port battles will automatically arrange 46 (previously 48) hours after hostility level reaches 100%. Hostility will be generated by PVP (major impact), PVE (minor impact), Missions (minor impact), and War effort supplies deliveries (minor impact). Port battles will be a national effort and will require coordinated work of several fleets. 
•   Assault flag is be removed. 
•   Timers are removed (for testing) as we believe that in new system port battles will arrange themselves when there is max presence of players for both size (due to pvp impact). Also we expect that all timezones will need to participate to bring hostility to the port battle levels. If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). In addition to this we will reduce the speed of hostility generation if necessary to bring more timezones into action.
•   New port system will immediately show players where the action is because the number of port battles and hostility zones is limited and nation can have a limited number of port battles set up. 
•   Port battles themselves will still be done on the open water with towers (but this wont last long). 
•   Alliances will continue for 3 weeks, voting period is set at 1 week.

Port and coastline defenses

•   Large forts and towers will be added around ports. The number will depend on the island and coast line size. They are placed randomly at appropriate places. Please report weird looking coastlines in F11 or in the forums.
•   Forts will fire at enemies of the state and can provide good protection for traders and small groups.

New ships

•   Endymion
•   Indefatigable
•   Both ships are only available for capture from NPC fleets (experimental feature).
•   Ship hulls were made by one of the community member Ragnar Hairy Trousers (sails for Britain)

Other tunings

•   More slots for loot added in the battle result screen.
•   You can enter allied contested ports
•   You now can capture lineships if they belong to AI fleet of a player.
•   You cannot add the ship to fleet if it has something in the hold
•   Upgrades and paints will be saved if you add a ship to fleet. You can freely add precious upgraded ships to the fleets.
•   NPC trader loot improvements - Bigger traders carry more goods
•   You can surrender during boarding now. Press escape and surrender if you don't want to lose crew during boarding.
•   Minimal crew requirements increased for higher level vessels. Players wont be able to sail 1st rates with 10 men. 1st rates will require 100 men at least to operate.

Fixed bugs:

•   Fixed several particle bugs with demasting and mast collisions with water
•   Several bugs with contracts fixed
•   Fixed bugs with small/large repair kits when applied to fleet ships.
•   Prepared perk fixed. It now works on all types of ammunition and charges.
•   Fixed bugs with wrong rank of fleet ships when joining the instance
•   Instance loading times increased
•   Server technology improved.
•   Hundreds of other bugs and technical issues fixed

Conclusion.
When new features are introduced they always play out differently with large number of players. Expect problems, report them and they will be fixed. Keep an open mind because the game is still in development and is not released.
 
Plans for next patch
•   Raids
•   Land in port battles
•   Improvement of server events
•   And probably a weekly pvp tournament

all ships that were on sale on contracts were bought out by the game. money added to your gold count.
some ships have changed color of the tooltip. Stats are the same but the color could have change to indicate that there might be better ships now of this rank or type.

Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 22, 2016, 02:22:57 PM
Weekend hotfix for patch 9.66
Community Announcements - Gamelabs


Patch was deployed today

Speed bonus for ships was turned into % by mistake - reverted to absolute.
Hostility points generation has been tuned
Hostility points drop reduced
Visual bugs for several ships fixed
Trader loot updated for new resource weights
Certain changes in prices and weights were done
All resources used in ship crafting had their weights lowered
Indefatigable cannons fixed
Giant sailor touching pig cloud fixed
Map mouseover tooltip showing port resources removed to avoid confusion as it was showing pre-war resources for many.

Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 27, 2016, 02:10:55 PM
Hotfix for patch 9.66
26 OCTOBER   -


Speed was slightly reduced for several vessels including Endymion
Contracts can now be placed for medical kits, repair kits and other items.
Cannonball splinter damage slightly reduced for raking fire (from bow and from stern)
Regional bonuses information was added to a port tool tip
French refit and british refit slightly tuned
Prices were updated for standard resources
NPC distribution changed (less large fleets more solo or small fleet targets)
Several redundant resources removed from blueprints
New sources for naval materials and for rare woods were added to NPC supply
Title: Re: Naval Action: Patches/Updates
Post by: Asid on November 04, 2016, 12:48:02 PM
Hotfix 3 for patch 9.96


Hotfix was deployed today
•   Allies now generate hostility if sank in port waters (first reported by Plak and Jeheil)
•   Alliances bug was supposedly fixed. Alliances should work as intended and no reset was required. We will continue monitoring the situation (thanks Anolytic for timely warning)
•   Port battle entry was closed for some captains due to bug - fixed
•   Certain bugs with contract pricing and delivery orders fixed
•   Supply of materials from NPC lowered (and might get lowered again) we overestimated NPC production capacity. 
•   Critical bug with disconnects of players attacking on borders of capital protection waters fixed
•   BR changes for higher tier vessels was done to solve some of the problems with port battles (for example 25 ingermanlands vs 25 agamemnons)
•   Speed adjusted for several vessels
•   Niagara and Brigs slightly buffed in terms of HP and combat performance
•   Acceleration slightly lowered for 4th rates and higher (remained the same in 1st rates)
•   Wood types color schemes changed for certain wood types
•   Weights and recipe adjusted for War supplies
•   Other fixes and bugs
2-4/3-5 upgrade slots crafting change did not get in. It took more time than we expected.

Title: Re: Naval Action: Patches/Updates
Post by: Asid on December 05, 2016, 01:48:18 PM
Patch 9.97 New events, crafting changes and other things!
Community Announcements

Hello Captains. New patch have been deployed.

What's new:
Crafting changes: Fine woods removed from the game until further notice. Fine woods are no longer required for ship crafting and no longer drop during tree growth. NPC buyers have been instructed to buy fine woods at good prices if players decide to sell their acquired stocks.

As a compensation for all the struggles with fine wood two uncrafteable ships were added to redeemables to all players across all servers.   

PvE events – run daily
•   Time challenge – destroy 2 enemy ships in shortest possible time.
•   Kill challenge – destroy as many enemy ships in 30 mins. (Boarding does not count) - every kill grants +1 repair for the player.
•   Events are provided for testing. Initial ship for all events is Cerberus. In the forthcoming hotfixes and patches we will add variety to ships, enemies and challenges (demasting, boarding, etc).

PvP events – run 3 times a day.
•   3 PvP events per day added (one shallow waters one deep waters) that will spawn in 2 fixed locations on the map.
•   Deep water – Hispaniola channel (closest FT La Tortue and La Navasse)
•   Shallow water – Bahamas sand bank (closest FT Shroud Cay and Cayo Romano)

Other changes
•   Ships can now be sent from outpost to outpost (tow request). Sent ships will be delivered during maintenance. Please be wary when sending ships into contested ports.
•   War supplies can only raise hostility to 50% and not more to remove the risk of hostility bombs
•   Social perk returns reformed as Signaling perk. Signaling allows entry to the battle until the battle rating of both sides is somewhat equal.
•   Coward perk was removed
•   Brace command added for testing. Brace reduces incoming crew damage significantly and acts as a crew shock locking some of the on deck activity (repairs, reloads). It allows only yard turning as those crew on sails/yards are immune to deck damage.

Fixed bugs:
•   Fixed rare bug with group list disappearing from the screen
•   Fixed bug with incorrect BR calculations for several NPC ships in fleets
•   Fixed bug that allowed spawn of same characteristics for NPC captured ships creating double bonuses
•   Several critical exploits fixed thanks to the player Qw569

Tunings:
•   Duel room distance increased to 1km
•   Cannonball splinter damage somewhat lowered again
•   Max possible grape damage slightly increased
•   Hostility points adjusted and now depend on ship class. Port hostility points requirements adjusted as well. Approximate numbers = 1st rates 700 pts/unrated 100 pts.
 

Port battles entry zones algorithms and capture points placement still requires work and will be deployed in a hot fix within next week or two.
Title: Re: Naval Action: Patches/Updates
Post by: Asid on December 21, 2016, 03:19:57 PM
Hotfix for patch 9.97 - Land in port battles and the end of battle result screen camping
21 DECEMBER - GAMELABS

Hello Captains.

Land in port battles was deployed today.
This is an experimental feature and will require a lot of testing and tuning.

Key concepts.

What is removed
•   Removed - battle circle of death. It will be no longer necessary as we found the way to completely eliminate the need for kiting, running and griefing in port battles.
•   Removed - BR difference requirements. It is no longer necessary due to objectives in the port battles. Control objectives and you win the battle.
•   Removed - Tower requirements. If you controlled key points in real world port battle towers and forts would eventually surrender. Towers and forts are no longer a requirement for victory. But they are still going to be present and sometimes make things easier for the defenders. Tower and fort placement will be based on their current open world positions.

What is new

•   Port battles will be conducted in the harbors of regional capitals
•   Tower and fort placement will still be somewhat random but their number will depend on the city size. If new port battles will be fun some forts could be placed near objectives.
•   Entry to port battles. Entry to port battles will be purely positional from the open world. There will be two large circles around the port. Defenders can enter anywhere within the smaller circle. Attackers can enter anywhere in the large circle sometimes attacking from several different directions.
•   Initial wind will be determined from the open world on first entry to the port battle. That wind will stay static for a certain time and then will change based on the old proven formula sometimes providing equal opportunity for both sides. This means that timing the port battle start and entry matters and attackers have to carefully decide when to enter the port battle.
•   Capture zones (a-la BF3 conquest mode). 3 1.5km circles are placed in the harbor. Controlling those zones gives points.
•   Sinking enemy ships gives points to your side
•   Losing ships subtracts points from your side
•   Destroying towers and forts gives additional points (approximate time to destroy a large fort for a perked mortar brig = 12 mins)
•   The side which gains 1000 points first - wins
•   Alternatively you can get an immediate victory if you sank all opponents (or they all escaped exiting the battle).

To test the port battles properly we suggest the following
1.   To reduce the cool downs between failed port battles and won port battles to the minimum
2.   Provide ship chest reward for successful attacks or defensive action to all participants.
Concerns

Some port battles will be immensely fun due to harbor geography. Some battles will be very weird (especially in narrow passages). Some harbors will favor attackers, some harbors will favor defenders.

Example of entry circles and capture points:
http://i.imgur.com/MirSGfn.png

attackers will be able to enter anywhere from the outside circle, defenders will be able to enter anywhere in the inner circle.
Approximate time at good wind to sail through all capture points is 25 mins on the good speed frigate. Against the wind it will take up to an hour. Thus attackers will have to control wind carefully.

Points distribution

Kills/Sinkings

Sinking enemy ships or losing your ships grants points according the following scheme.
1.   Lineships 40 pts
2.   All other ships 25 points.
Because entry to battles is limited by battle ratings we believe that all ships are important to victory. The system with different points for ships is also supported. This also provides somewhat equal time for both battles (because if cutters are worth less - battles in light ships could last a lot longer).

Forts and towers.
1.   Towers 50 points
2.   Forts 150 points
Capture zones
1.   Captured zone ticks 2 points every 5 seconds. If attacker controls 1 zone and if defender controls another (with third being not captured) no points will tick for both sides. For points to tick your side has to control more zones than the enemy.
2.   1 ship will capture the zone in 120 seconds
3.   3 ships will capture the zones in 30 seconds.
4.   Zone can be captured if you have more ships in the capture zones than the enemy. It does not matter which size of vessels is in the zone - to promote diversity. So 2 frigates will capture the zone even if there is 1 enemy victory is present in the capture zone (of course 1 victory will not sail alone and will try to be in the main line with escorts easily sinking those frigates.

All numbers are initial and will require testing and tuning.

For testing purposes cool downs on port battles were reduced.
•   Failed PB can now be repeated in 1 day (instead of 3)
•   Captured regions now can be recaptured in 3 days (instead of 10)
•   Paints and Ship chests from events are added as victory rewards to port battles (both attacking and defensive victories)
To improve the ability to enter the port battle from distance if the port is behind land you can now click on buildings to bring the entry screen up. (you can still click on swords to enter the port battle).

Battle result screen camping fixes

Battle result screen camping options were reduced. For the discussions on this topic please visit this thread:
http://forum.game-labs.net/index.php?/topic/17803-battle-screen-camping-log-off-camping-final-proposal/

When the battle is over you will now have 2 options:
•   Exit to open world within 5 mins
•   Exit to the nearest friendly port
If you don't exit to the open world in 5 mins then you will only be able to exit to the nearest friendly port.
This feature solves 2 important problem - sitting in BR screen to deny battles, wasting time for you and those chasing you. And camping in BR screen to attack unsuspected players from the safety of the BR screen.

Other changes
•   Some upgrades, perks, regional bonuses increasing ship speed were reduced.
•   Speed adjusted for 2nd rates, 3rd rates and HMS Trincomalee
•   Mast HP was modestly increased (30% on average)
•   Speed penalty for reinforced masts was slightly reduced
•   Determined defender perk was removed. If you have DD it is a useless perk now.
•   Bot routes were changed to reduce dense NPC distribution in certain areas
•   Bot composition were changed to reduce numbers of line ships
•   Number of forts and martello towers now can depend on the city size (1 fort + 1 tower for smallest cities 3-4 forts + towers for largest cities) - this feature will be tuned further going forward.
•   Free camera (with some limitations) returned to the open world.
•   Fixed bug where towers were shooting at captured ships on your side
•   Several other minor bugs fixed

Title: Re: Naval Action: Patches/Updates
Post by: Asid on February 20, 2017, 03:04:32 PM
Testbed: Content Patch 9.98 deployed today.
17 FEBRUARY
Hello Captains.

Patch have been deployed to testbed. Here is a brief description.

•   Challenges: PVE challenges now provide the ship for you. No need to purchase the ship anymore to participate in challenges.

•   1 durability for ships of the line did not achieve its required goal and is removed. It did not have any effect on rich veterans and was just punishing casuals who left the game instead of converting into pvp/conquest players because they lost the ships they worked so hard on. All linesips now have 3 durabilities with the corresponding increase of required resources.

•   You can now use the hold of your fleet ships.

•   Admiralty store has been added for testing. The content is not final, prices are not final and what is sold in stores is mostly for testing the systems. The following rewards were added
o   City Key - for raids or port attacks or defences
o   Battle Ensign - PVP reward
o   Short Pennant - PVE reward
o   Trading Manifest - reward for trader ships or trading missions etc.
o   Each reward can be used for exclusive content in admiralty stores (test content to test systems provided in testbed).
o   All rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.

•   Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. The system is not final and will continue development. Officers in their traditional sense might come back in the future.

•   Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters.

•   Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves huge number of problems for a minor price.

•   Ship paints can now be stored in clan warehouses.

•   Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles.

•   Chain shot damage fall off from distance implemented and added to game.

•   All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment

Title: Re: Naval Action: Patches/Updates
Post by: Asid on May 15, 2017, 01:43:13 PM
Information on the forthcoming mega patch to live servers.
15 MAY - GAMELABS

Captains.

Wipe patch is coming this month. The following content will be deployed to live servers. The deployed content is going to be more stable as it was properly checked on the testbed servers by a QA team and our amazing community volunteers who spent a lot of time on the testbed and provided a lot of feedback on bugs and improvements.

Estimated time of deployment of the patch is between 15th May and 24th May. We are testing the Nation change item (Forged Papers) now that is absolutely critical for the problem-free delivery of the wipe patch.

Here is what you can expect in the patch to live servers.

New changes:
•   Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
•   Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you donТt get that penalty
•   Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
•   New sounds system is implemented. Crew responds to your actions and intensity of combat.
•   All ships now have 1 durabilities with the corresponding change of required resources.
•   You can now use the hold of your fleet ships. New perks are introduced for fleet management
•   Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
  o   PVP marks - for high end frigates permits and skillbooks
  o   PVE marks - for certain ships, skillbooks, resources and some other items
  o   Conquest marks - for port battles and permits for lineships
  o   Trading Manifest - reserved for potential future use.
  o   Each reward can be used for exclusive content in admiralty stores.
  o   PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
  o   Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
•   Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
•   Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks.
•   Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
•   Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
•   Ship paints can now be stored in clan warehouses.
•   Chain shot damage fall off from distance implemented and added to game.
•   Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details[forum.game-labs.net])
•   Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
•   Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
•   Bot routes and npc fleet composition significantly improved.
•   Guns are now sold in units and can be crafted.
•   Rookie zones removed. Rookie capitals are added back to respective regions. (Details[forum.game-labs.net])
•   Assign crew functionality in instances updated and somewhat improved.
•   Resource transport between free towns removed
•   Ship transport between outposts removed
•   Teleport to freetown removed.
•   Outpost to outpost transport is now only available between national towns.
•   Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
•   Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
•   Shipyard is added back and is a required building for ship crafting
•   Lineships blueprints are now available in the admiralty. Lineships require permits to construct
•   Gifted perk removed
•   Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
•   Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
•   Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
•   Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
•   Contracts on cannons can be placed in stores.
•   Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
•   Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world.
•   If you alt-f4 in battle you will be sent to the OW after battle
•   If you exit the battle and do nothing - normal disconnect mechanics will apply.
•   You can now loot hold from sinking ships if you are near the sinking enemy vessel.
•   NPC Ship capture on the PVP server
  o   From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
  o   PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
  o   PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
  o   This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
•   Alliances tab disabled temporarily until alliance rework
•   Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details[forum.game-labs.net])
  o   New planking trims added to game. Redundant trims removed
  o   New wood types added to game
•   Invisibility added when exiting battles under following conditions
  o   Both Sides will receive 1 min invisibility on exit.
  o   You cannot be attacked or attack during invisibility.
  o   Invisibility persists even if you die and spawn in port (lets say Free town)
•   Cannons can now be stored in the warehouse

Tunings:
•   Map zoom increased 2x in commander tablet
•   Port battle time increased to 105 mins
•   Accuracy and damage from land based guns increased by 15%
•   Points for kills increased by 50% in port battles instances
•   Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
•   If you sink in battle you will still be able to see the compass and wind indicator
•   Brace command is now a toggle
•   All contracts that are more than 15 days long are going to be automatically cancelled from now on.
•   All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
•   Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
•   Military NPCs now sometimes drop repairs as loot
•   Sugar added to many regions as resource - for rum production
•   Boarding preparation growth increased
•   Perk points are given to player faster - you will get 10 perk points 2x earlier.
•   Crew requirement lowered on 4lb,6lb and 12lb carronades
•   Tow to nearest deep water port do not check the hold weight any more
•   Redwood logs abandoned; blueprints using redwood now use lignum vitae.
•   Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
•   Fire damage is increased by 25%
•   Split function is improved
•   Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
•   Fixed Rattlesnake figurehead bonuses bugs
•   Added a tooltip to cannon crafting blueprint
•   Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
•   PVP content in the admiralty store rebalanced.
o   PVE server will have different prices and mark conversion options
•   Fleet and fort kills are properly counted to your fleet if you did the most damage
•   Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
•   When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
•   Recently killed flag is not given if you were sank by NPC
•   Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
•   Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
•   Minimal crew requirement lowered on all traders
•   Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
•   It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
•   Copper mine building removed, copper removed from all blueprints.
•   Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
•   Changed NPC production limits on certain resources
•   Port battles now properly allow PB battle points for recently killed captains (including pvp marks)

Fixed bugs:
•   Ship reverse speed bugs fixed
•   Trade window bug fixed (players lost their ships they traded via trade window)
•   Cargo duplication bug fixed
•   Fixed bug that did not allow to access hold for NPC ships in missions and events
•   Fixed bug that allowed to receive marks for basic cutter
•   Fixed bug that allowed your sank vessel to magically appear in the BRS screen
•   Fixed a memory leak with open combat information window.
•   Fixed UI bugs in ship to ship transfer
•   Bug causing blueprint drop during breakup removed
•   Fixed most bugs not giving rewards for sinking surrendered ships
•   Shipyard and workshop resource requirements bug fixed.
•   Several instance crashes bugs fixed
•   Fixed bug that did not allow you to craft even if you had a free slot in the port
•   Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
•   Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
•   Fix bug that allowed ships added to fleets without the perk in outlaw battles
•   Fixed several bugs with hold informational updates
•   Fixed bug that allowed bots to repair guns indefinitely
•   Fixed bug that increased deceleration on the Cutters
•   A lot of minor bugs fixed

One more hot fix will be deployed to the testbed before the wipe patch, the team is fully focused on the delivery of the wipe patch to live servers.


this topic will be updated with clarification and cross links to detailed information on some of the issues mentioned in the notes.
Title: Re: Naval Action: Patches/Updates
Post by: Asid on May 24, 2017, 03:06:38 PM
Mega patch 10.00
24 MAY - GAMELABS


Captains.

Patch has been deployed to live servers.
•   All assets, ships, resources have been reset.
•   Player experience and Craft experience has been provided in form of redeemables. Please use them wisely.
•   4 ships has been provided for a head start
o   Pickle
o   Surprise
o   Indefatigable
o   Trader Brig
•   Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future.
•   Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start.
•   Please do not use XP redeemables if you want to delete your character. Used redeemables are gone forever.
•   Unused redeemables will remain on the server if you delete your character, but only UNUSED redeemables. Please be careful with them.
•   Game has 3 servers
o   PVE
o   PVP EU - with restricted port battle timers
o   PVP Global - no restrictions on port battle timers

Changes provided in the last couple of days to testbed
o   New regional refits blueprints and skill books have been added
o   Heavier guns still require coal, lighter guns require charcoal for production
o   Coal was repositioned to provide more goals in conquest
o   UI bugs were found and mostly fixed
o   Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen
o   PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks)
o   PvP server has conversion store switched off - but it might come back in the future in some form.
o   Trader ships BPs were added to admiralty stores.
o   Preliminary hostility changes
•   Nation has 3 Port battles allowed instead of 2
•   Port battle starts in 22 hours after hostility reach 100% not in 46 as before
•   War supplies can now only be delivered to the regional capitals (not every port)

Patch changes:
o   Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
o   Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty
o   Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
o   New sounds system is implemented. Crew responds to your actions and intensity of combat.
o   All ships now have 1 durabilities with the corresponding change of required resources.
o   You can now use the hold of your fleet ships. New perks are introduced for fleet management
o   Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
•   PVP marks - for high end frigates permits and skillbooks
•   PVE marks - for certain ships, skillbooks, resources and some other items
•   Conquest marks - for port battles and permits for lineships
•   Trading Manifest - reserved for potential future use.
•   Each reward can be used for exclusive content in admiralty stores.
•   PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
•   Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
o   Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
o   Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks.
o   Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
o   Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
o   Ship paints can now be stored in clan warehouses.
o   Chain shot damage fall off from distance implemented and added to game.
o   Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details)
o   Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
o   Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
o   Bot routes and npc fleet composition significantly improved.
o   Guns are now sold in units and can be crafted.
o   Rookie zones removed. Rookie capitals are added back to respective regions. (Details)
o   Assign crew functionality in instances updated and somewhat improved.
o   Resource transport between free towns removed
o   Ship transport between outposts removed
o   Teleport to freetown removed.
o   Outpost to outpost transport is now only available between national towns.
o   Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
o   Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
o   Shipyard is added back and is a required building for ship crafting
o   Lineships blueprints are now available in the admiralty. Lineships require permits to construct
o   Gifted perk removed
o   Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
o   Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
o   Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
o   Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
o   Contracts on cannons can be placed in stores.
o   Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
o   Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over.
o   Player exiting battle spawns in the open world.
o   If you alt-f4 in battle you will be sent to the OW after battle
o   If you exit the battle and do nothing - normal disconnect mechanics will apply.
o   You can now loot hold from sinking ships if you are near the sinking enemy vessel.
o   NPC Ship capture on the PVP server
•   From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
•   PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
•   PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
•   This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
o   Alliances tab disabled temporarily until alliance rework
o   Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. ( Details[forum.game-labs.net] )
•   New planking trims added to game. Redundant trims removed
•   New wood types added to game
o   Invisibility added when exiting battles under following conditions
•   Both Sides will receive 1 min invisibility on exit.
•   You cannot be attacked or attack during invisibility.
•   Invisibility persists even if you die and spawn in port (lets say Free town)
o   Cannons can now be stored in the warehouse

Tunings:
•   Map zoom increased 2x in commander tablet
•   Port battle time increased to 105 mins
•   Accuracy and damage from land based guns increased by 15%
•   Points for kills increased by 50% in port battles instances
•   Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
•   If you sink in battle you will still be able to see the compass and wind indicator
•   Brace command is now a toggle
•   All contracts that are more than 15 days long are going to be automatically cancelled from now on.
•   All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
•   Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
•   Military NPCs now sometimes drop repairs as loot
•   Sugar added to many regions as resource - for rum production
•   Boarding preparation growth increased
•   Perk points are given to player faster - you will get 10 perk points 2x earlier.
•   Crew requirement lowered on 4lb,6lb and 12lb carronades
•   Tow to nearest deep water port do not check the hold weight any more
•   Redwood logs abandoned; blueprints using redwood now use lignum vitae.
•   Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
•   Fire damage is increased by 25%
•   Split function is improved
•   Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
•   Fixed Rattlesnake figurehead bonuses bugs
•   Added a tooltip to cannon crafting blueprint
•   Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
•   PVP content in the admiralty store rebalanced.
o   PVE server will have different prices and mark conversion options
•   Fleet and fort kills are properly counted to your fleet if you did the most damage
•   Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
•   When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
•   Recently killed flag is not given if you were sank by NPC
•   Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
•   Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
•   Minimal crew requirement lowered on all traders
•   Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
•   It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
•   Copper mine building removed, copper removed from all blueprints.
•   Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
•   Changed NPC production limits on certain resources
•   Port battles now properly allow PB battle points for recently killed captains (including pvp marks)
•   Wood planking splinter crew resistance now properly affects crew damage
•   Skillbooks tooltip now properly show if you know it or not
•   Fixed bugs appearing during redeeming of the Yacht
•   Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks
•   Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content.
•   Nation change item added to the game. We will provide it for mass testing this week.
•   Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter.
•   Fixed bug causing your knowledge level to work on a ship captured from you
•   Ship knowledge skills now work on your fleet ships
•   Food supplies added to certain regions allowing the construction of the Farm
•   Copper completely removed so you can now make war supplies and muskets without copper
•   Barrels blueprint updated

Fixed bugs:
•   Fixed the bug that did not allow entering of missions as a group
•   Missions now should allow fleets of mission rank and bellow
•   Fixed bug that did not repair leaks during OW repair
•   Fixed pirate bot distribution in the pirate regions
•   Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type
•   Fixed the bug causing all items to be bought in stacks of 1
•   Fixed the bug causing permits to drop when breaking up crafted vessels
•   Ship reverse speed bugs fixed
•   Trade window bug fixed (players lost their ships they traded via trade window)
•   Cargo duplication bug fixed
•   Fixed bug that did not allow to access hold for NPC ships in missions and events
•   Fixed bug that allowed to receive marks for basic cutter
•   Fixed bug that allowed your sank vessel to magically appear in the BRS screen
•   Fixed a memory leak with open combat information window.
•   Fixed UI bugs in ship to ship transfer
•   Bug causing blueprint drop during breakup removed
•   Fixed most bugs not giving rewards for sinking surrendered ships
•   Shipyard and workshop resource requirements bug fixed.
•   Several instance crashes bugs fixed
•   Fixed bug that did not allow you to craft even if you had a free slot in the port
•   Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
•   Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
•   Fix bug that allowed ships added to fleets without the perk in outlaw battles
•   Fixed several bugs with hold informational updates
•   Fixed bug that allowed bots to repair guns indefinitely
•   Fixed bug that increased deceleration on the Cutters
•   A lot of minor bugs fixed

Next steps
•   Better PVE content (including some ai improvements)
•   UI rework and localization
•   Hostility improvements (including raids)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 01, 2017, 02:14:11 PM
Hotfixes 1-4 to patch 10.00
1 JUNE - GAMELABS

Captains,

Here is the list of changes that were deployed to live servers this week

What's new
•   Refits blueprints are added to the admiralty stores for pve marks and removed for drop. We do not want luck in drop to affect gameplay for captains.
•   5 new ports added for coal production for balance the distance from capitals between all nations
•   Neutral counties were added to the PVE server to provide easier access to coal
•   On the pvp server coal is a conquest resource and nations must capture it from others to be able to make advanced guns
•   Protractor tool added to map in the open world

Gameplay tuning
•   Time to sink increased for vessels to allow a bit more space for loot pickup.
•   Gross ventre hold increased to 1900
•   War supplies pricing adjusted
•   Outposts and docks prices slightly adjusted
•   Mast hp and thickness increased for mid and top sections
•   Maintenance time moved 1hr earlier
•   Lock down before and after maintenance reduced for Global server
•   Conquest marks moved for rework and rebalance. Lineships prices are now in pvp marks
•   Capture zones updated for port battles in West end and Marsh harbour
•   Ports no longer buy ships at zero and purchase them at 30% of base price
•   NPC Ships prices adjusted to provide more benefits to crafters, it will take some time (up to a week) for this effect to spread across the Caribbean
•   Trading resources weight increased to provide the opportunity for more players to trade. Current supply of trading resources across caribbean remained the same - average profit remained the same. Only weight changed. Traders won't be able to clear out the whole port alone as before. Giving others the chance to buy the resources.
•   Tow to port TEMPORARILY changed. Due to teleport bug (that we are still fixing) that can send you across the map (sometimes to the pacific) we have changed it back to capital (increasing cool down to 6 hours). Otherwise player were stuck on the other side of the globe sometimes without the option to return
•   Signaling perk removed for rework and rebalance (because it did not work as intended)
•   Swing bed and elevating screw, Sur le Canonnage a Bord, Gunnery Encyclopedia, Table of parts of Ships of War angle bonuses temporarily removed for bug fixing (they will come back)
•   Regional bots routes slightly improved
•   Labor hours for cannon production/repair production reduced by approximately 30%
•   Cool-down for armor and crew repair is now 10 mins to test combat repairs on with a wider audience (previously it was ran on testbed only). Please hold your swords on this if you want no repairs or longer cool downs.
•   NPC Traders no longer have contraband status. That was causing a lot of issues when attacking them sometimes (due to their duality status). All regions have enemy traders assigned to them for easy privateering. As a result of this change some traders might have protection now (as they are no longer contraband carriers).
•   NPC traders now always try to stock goods on the routes back from their trading destinations
•   Combat npc ships now always try to carry something of use
•   Low level mission rewards slightly increased
•   Crafting notes blueprints removed

Fixed bugs
•   Fixed bug with negative rewards for delivery orders
•   Several bugs fixed for the UI
•   Cannon weights fixed
•   Morgan bluff can now produce coal and iron again
•   Fixed bug that did not allow Port battles to be set up on the Global server
•   Critical cannon stacking bug fixed (that caused locked cannon ui requiring players to relog).
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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
•   Campeche
•   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
Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 09, 2017, 01:53:11 PM
Hotfix 1 for Patch 10.1
8 JUNE - GAMELABS

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.

Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 13, 2017, 02:20:01 PM
Patch 10.2 - Mission changes, crafting, ROE, and other improvements
Naval Action - Gamelabs

Captains

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)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 21, 2017, 03:59:38 PM
Patch 10.3
Naval Action - Gamelabs

Captains

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

Tunings
•   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
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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
   •   Campeche
   •   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

(http://i.imgur.com/kym1OB1.png)

•   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)

Tunings:
•   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
Title: Re: Naval Action: Patches/Updates
Post by: Asid on July 21, 2017, 04:31:47 PM
List of hot fixes applied to patch 10.4 this week
Naval Action - Gamelabs

Captains

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

Tunings:
•   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) (http://i.imgur.com/Siq9RRa.png)
•   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
Title: Re: Naval Action: Patches/Updates
Post by: Asid on July 28, 2017, 02:15:50 PM
Hotfixes for patch 10.4 - Ship capture comes back to pvp servers.
28 JULY - GAMELABS

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.

Tunings
•   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)
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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/

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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

Captains

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:
http://steamcommunity.com/app/311310/discussions/15/1474222595299914011/
The rest of the ports turn neutral

Title: Re: Naval Action: Patches/Updates
Post by: Asid on September 21, 2017, 03:11:06 PM
List of hot fixes for patch 11 that were applied this and last week
Naval Action - Gamelabs

Captains, bellow is the list of cumulative hotfixes that were applied for Patch 11.0 in the last two weeks.

What’s new:
•   Cities set as neutral by clans will have their own unique marker
•   Cities set as neutral by clans allow outpost construction and placing contracts
•   Port battle attack limit set as 3 per enemy nation (it was temporary remove during last weekend to give some more freedom). Previous limit of total 3 port battles was too small.
•   Production bonuses now work both on trading resources (more trading resources spawn in the city) and on production in buildings (more volume can be mined or grown)
•   Teleport is allowed to free towns
•   Forge papers allow usage in free towns and neutral towns
•   Nation descriptions and difficulty levels added player creation description.
•   Added new upgrade French Gunner
•   Added new upgrade French Gunnery Sergeant
•   Added blueprints for French gunners and French gunnery sergeant

Tuning:
•   Hostility quests disappear from the list of available if your nation has already set 3 port battles for one enemy nation.
•   Removed hostility missions for ports that cannot gain hostility
•   Hacked in the bigger limit for the number of neutral town port battles
•   Improved bonuses for clan controlled ports
•   Several tunings to trading were done (improving chances to find profitable trades)
•   Reduced the distance for hostility missions from the pier by 15%

Fixed bugs:
•   Fixed bug that limited national reinforcement zones by other cities
•   Fixed bug that craft did not work if item was supposed to receive a Labor hour bonus
•   Fixed bug that did not update craft info after teleport from outpost to outpost
•   Fixed bug limiting stone production
•   Fixed bug that did not let players exit the Available for All ports
•   Fixed bug closing the missions near free towns immediately
•   Fixed decals bug on Radeon video cards
•   Fixed several other graphical bugs
•   Other fixes and tunings
Title: Re: Naval Action: Patches/Updates
Post by: Asid on September 22, 2017, 12:41:11 AM
List of hot fixes for patch 11 that were applied this and last week
21 SEPTEMBER - GAMELABS

Captains, bellow is the list of cumulative hotfixes that were applied for Patch 11.0 in the last two weeks.

What’s new:
•   Cities set as neutral by clans will have their own unique marker
•   Cities set as neutral by clans allow outpost construction and placing contracts
•   Port battle attack limit set as 3 per enemy nation (it was temporary remove during last weekend to give some more freedom). Previous limit of total 3 port battles was too small.
•   Production bonuses now work both on trading resources (more trading resources spawn in the city) and on production in buildings (more volume can be mined or grown)
•   Teleport is allowed to free towns
•   Forge papers allow usage in free towns and neutral towns
•   Nation descriptions and difficulty levels added player creation description.
•   Added new upgrade French Gunner
•   Added new upgrade French Gunnery Sergeant
•   Added blueprints for French gunners and French gunnery sergeant

Tuning:
•   Hostility quests disappear from the list of available if your nation has already set 3 port battles for one enemy nation.
•   Removed hostility missions for ports that cannot gain hostility
•   Hacked in the bigger limit for the number of neutral town port battles
•   Improved bonuses for clan controlled ports
•   Several tunings to trading were done (improving chances to find profitable trades)
•   Reduced the distance for hostility missions from the pier by 15%

Fixed bugs:
•   Fixed bug that limited national reinforcement zones by other cities
•   Fixed bug that craft did not work if item was supposed to receive a Labor hour bonus
•   Fixed bug that did not update craft info after teleport from outpost to outpost
•   Fixed bug limiting stone production
•   Fixed bug that did not let players exit the Available for All ports
•   Fixed bug closing the missions near free towns immediately
•   Fixed decals bug on Radeon video cards
•   Fixed several other graphical bugs
•   Other fixes and tunings
Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 04, 2017, 03:50:02 PM
Update 29 September
•   You can now control the square sail under manual skipper on Cutter and similar ships
•   Hostility missions in recently captured ports work correctly now
•   Fixed bug that did not let players take hostililty missions against Guacata
•   Fixed bug that blocked player contract to be filled by NPC
•   Fixed description of French Gunnery Sergeant module blueprint
•   Also several other bugs were fixed

Update 3 October
•   New module Cotton Sails added to Admiralty shop (blueprint)
•   Economy tunings - trading will generate more profit
•   Interesting hidden new trading opportunities added to key cities
•   Pray button was removed
•   Reinforcement and capital waters protection will be displayed on UI once you sail into such zones or select a target within these zones.
•   Fixed visualisation of ship wrecks
•   Fixed bug with weird looking sails on Wasa

Update 4 October
•   Bonuses for ship building woods were slightly rebalanced, ship will retain thickness for a bit longer when losing HP
•   Raking fire through the bow cause the same damage as through the stern now (if shots penetrate)
•   Potential fix for the ship flip bugs. Please continue to report if this bug happens again after today's hotfix

Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 16, 2017, 04:33:52 PM
Patch 12: Caribbean Invasion
Naval Action - Gamelabs


Captains.

The balance in the world is threatened. 3 nations invaded the Caribbean. Prussian, Russian and Commonwealth Navy was spotted in the Bahamas in the vicinity of Shroud Cay.

Prussian flag is already have been seen

(https://i.imgur.com/I5O0R1F.jpg)

Other news
•   Battle experience can be received for damage even if you did not kill the target. Prize money will remain on the traditional privateering "No prey No pay"
•   Tow to port added - players will be able to transport one ship per day instantly
•   Hostility missions can be taken in free ports
•   Reinforcement zone slightly reduced
•   Improved national descriptions on the map
•   Tuned damage caused by ramming (almost removed it due to bugs with unity 5 physics)
•   Added surgeon button during boarding - surgeons could work during boarding and invisible button was unfair to those who did not know that
•   Fixed the bug causing incorrect number of resources produced in buildings
•   Fixed bugs with sails on Wasa
Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 30, 2017, 04:02:19 PM
Patch 13: Ship variety in port battles, epic event rework, swivels and other things.
Naval Action - Gamelabs

Captains

Patch is being deployed today

Epic events reworked.
•   Epic events now allow only 6 ships to enter (spawning 9 enemies)
•   Epic events now spawn epic (strong) enemies. If you sink or board a ship in an epic event you can pick up a chest from a destroyed ship.†
•   Players will have to show strong coordination to be able to destroy those stronger enemies.
•   For first stage of testing we will run the Lineship event (that spawn in unprotected waters around the caribbean). After this initial test we will add a frigate event as well.

Port battle changes
•   Port battles now allow limited battle rating based on the city size. We used historical city sizes initially. Please comment on the port battles sizes in the comments and propose changes if any changes needed

Open world loot
•   Open world bots and hostility missions now drop better loot depending on ship size.
•   Mission bots drop less rare loot on average.
•   If you are searching for a particular rare book - you have a better chance to get it by hunting†NPCs in the open world.

Other changes
•   PvP marks have returned. PvP rewards added to the admiralty store.†
•   pvp kills now grant both pvp marks and combat marks
•   2lb gun has been added to game for use on the ships with swivels. First ship with swivels will be added to game in one of the next hotfixes
•   Timers have been tuned slightly. Invisibility timer is now 30 seconds, cannot attack and be attacked is now 45 seconds
•   Reinforcement bot stats slightly changed
•   Speed cap has been increased to 15.5 knots
•   All % caps have been increased by 5% to provide more variability in fitouts
•   Turn rates have been improved for Endymion, Constitution, Agamemnon, Trincomalee, Indefatigable
•   Damage from fire slightly increased (for testing)
•   Explosions now affect ship structure
•   Shot logger has been switched off
•   Fixed the bug that some contested ports are not shown in the list of the contested ports
•   Fixed the bug that did not auto-repair the rudder on the Indefatigable and several other ships

In the next hotfixes
•   Ship stats†and BR rebalance†(more on this later)
•   Le Gros Ventre Refit
•   Epic event tuning and frigate epic pve event
•   Port battle BR limits tuning based on feedback

Next large patch
•   Tutorial
Le Gros Ventre Refit pictures

(https://i.imgur.com/VdRKtvq.jpg)

(https://i.imgur.com/vuNmOVM.jpg)
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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)

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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):

(https://i.imgur.com/Khreayt.jpg)

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)

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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

(https://i.imgur.com/9pindNi.png)

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)

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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).

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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).

(https://i.imgur.com/crqFBBt.jpg)
Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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)

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.

Title: Re: Naval Action: Patches/Updates
Post by: Asid 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.
Title: Re: Naval Action: Patches/Updates
Post by: Asid on April 19, 2018, 01:29:46 PM
Patch 23: Updated Tutorial, Special ship and new UI teaser.
Naval Action - Gamelabs

Captains

Patch 23 is being deployed today

Here is what you can expect
•   Combat Tutorial
  o   Updated combat tutorial has been deployed.
  o   All tutorials have been improved and updated based on feedback
  o   Final Exam added
  o   Important. Final exam grants 2 rare items on completion: Hercules Frigate (ship note) and Naval Clock permanent upgrade. Use them wisely.
Hercules frigate. (also known as Fragata Hercules or Fragata Negra)

(https://i.imgur.com/xYvunky.jpg)

(https://i.imgur.com/IFVJTey.jpg)
•   Patrols
  o   Frigate ONLY patrols added to the rotation
•   Clan logs added
  o   Money log – showing money and pvp/combat/victory mark deposits and withdrawals
  o   Resource log – showing everything else
•   Reinforcement update
  o   Reinforcement zones support is updated. Local waters will now provide support appropriate to the strength of the attacker (instead of 2 1strates per attacker).
•   Chain update.
  o   Chain shot are now limited by 2 shots per gun. This will not require a perk or acquisition of ammo.
  o   Chain damage greatly increased.
  o   Chain damage drop from distance increased.

•   OW enemy indications updated.
  o   Ship rank indication removed, players will have to rely on the visual recognition.
    o   Fleet composition now only shows size of the ship (S – small, M – medium, L – Large), as you can only see top sails from 20-30miles
•   PvE missions cancellations are now limited by 3 per day
•   Towns set Free for All by clans now provide teleport option for all nations
•   Standard hull and sail repair time has increased to 2 minutes
•   Resource production bonuses in clan owned cities slightly increased
•   Sinking ship will have less cargo damaged by salt water intake.
•   Minimal OW speed against the wind has slightly increased. It will still depend on ship but will be generally 1kn higher.
•   Сrew on sails numbers updated and generally reduced (based on final sail area recalculations)
•   Сrew per ranks updated on higher ranks (rear admiral rank can now support 1400 crew)
•   PVE missions enemy composition improved (especially on lower level missions which sometimes sent too many strong opponents)
•   Boarding upgrades informational panel slightly improved (it will be more obvious what bonuses do)
•   Contract cancellation texts slightly improved.
•   Max stack for bow figures has increased
•   Ports can now buy more books without dropping the price
•   Ship capsizing bug will now happen less.
•   Fixed the bug that caused slower loading of port stores
•   Improved the visualization of heavy packetloss causing loss of ship control.
  o   Player will now see the special message on the client if this happens;
  o   After showing this message for some time client will automatically drop the player to login screen if game cannot reconnect to the server to speed up the reconnect chance.
•   Fix bug that did not show the repairs after reconnect to the battle
•   Fixed bug that some resources did not show in contract interface
  o   Contraband goods
  o   Madagascar Jewels
  o   Spanish gold coins
  o   French Gold Livres
  o   Stolen goods
•   Fixed bug that Trading NPCs cannot exit the battle after battle over message
•   Fixed bug caused incorrect item tooltips if antialiasing is on.
•   Fixed bug causing incorrect name of the ship in boarding interface
•   Fixed bug that still shown the instance entry button if the limit has already been reached
•   Fixed the bug that did not show the Sail to outpost button in some cases
•   Fixed the bug that sometimes gave you a message that «you can become a pirate» in rare cases

Teaser from the new UI.
This is work in progress and visuals might change during implementation

(https://i.imgur.com/0IDPZjm.jpg)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on April 26, 2018, 02:09:03 PM
Patch 24: Properly depowering your staysails.
Naval Action - Gamelabs

Captains

Patch is being deployed today 26th of April

Contents
•   Mast hits are only shown for successful penetrations
•   Depower (T) command has been reworked: It is now partially separated from the main sail control.
   o   If depower (T) is ON then your W / S command will only work with square sails
   o   If depower (T) is OFF then your W / S command will work as before. (raising all sails including staysails)
   o   This means you will have more precise speed management controls without the need for too many annoying clicks.
•   Visuals of sail damage for some tutorial ships has been fixed
•   Reset of Pursuit and Capture tutorial now also resets chain shots stock
•   Fixed the bug with negative speed affecting the boarding ability
•   Fixed indications on marks and battle stats after tutorial battles
•   Reduced the minimal sail damage threshold back to the old level (we increased it to 40% last patch and it allowed too many escape options due to limited chain shot). Sail still cannot be destroyed fully (as even fully torn cloths still possess some driving power). The limit is now 28%.
•   Fixed the bug that was allowing to receive rewards in the enemy port when passing the tutorial (getting you stuck in that port). From now on you can only receive tutorial reward if you have the warehouse in the port.

Title: Re: Naval Action: Patches/Updates
Post by: Asid on May 16, 2018, 01:34:44 PM
Update May 10th

•   Assist threshold for mark distribution has been lowered to provide all participants of combat a fair share of reward
•   Mast hits indication has been reverted to the old system, where you did not know if you penetrated the mast or not.


Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 21, 2018, 01:21:40 PM
Patch 25: Open world user interface (UI) update
Naval Action - Gamelabs

Patch is being deployed today 21st June 2018.

Contents of the patch

•   MAIN Feature : Open world UI updated to a new version.
    o   Open world UI will update to a more traditional MMO window based system.
    o   Port UI remains on the old version. We decided to deploy OW UI first to help to uncover missed bugs and problems faster. Also your initial feedback on the visuals will allow us to deliver better port UI based on your comments. Apologies for the inconvinience that might be caused by the 2 versions of UI
    o   Expect bugs and glitches.
•   Name change added to Prolific Forger DLC
    o   Separate item will appear in your redeemables
    o   You will be able to change name once in every 30 days
•   Admiralty connection added as DLC
    o   Will permanently increase dock space, warehouse slots and economy buildings.
•   Two imported ships will be added as DLC (time of appearance subject to Valve's approval)
    o   Le Requin
    o   Hercules
•   Ability to trade in the open world added to game.
    o   Trade is possible with your nation
    o   Trade is possible in the radius of attack
    o   If one of the parties to a trade exits this radius trade will stop
    o   Trade is only possible from hold of the ship
•   Patrol battle exit (escape) option added (to remove trolling and griefing)
    o   After a certain time exit will be possible if there are no enemy players in your radius
    o   Damage stops the ability to exit (just like the normal exit timer)
    o   Being outside of the circle stops ability to exit
•   Experimental feature: Open world attack button now has a coold down (60 seconds).
    o   This was done to remove constant re-click to get better positioning
    o   You have to be careful how and when you attack.
•   Exams now show the following information in pop ups for motivational purposes
    o   Best time and name of the player
    o   Your time
    o   Average time for all players
•   Rules of Engagement (ROE) changes
    o   For reinforcement zones
       o   Battle is always open for the nation of the reinforcement zone
       o   Battle closes in 10 minutes for all other nations (not owners of the reinforcement zones)
    o   For Capital waters
       o   Nation of the capital water cannot be attacked as before
       o   All other nations can be attacked (removing unnecessary protection for enemies). This means that other nations will not be protected by your capital waters.
       o   Battles of other nations in capital waters will be open to all
•   Smuggler flag removed
    o   Trader ships now have automatic smuggler flag and will be able to enter any port in the Caribbean
    o   Player in the combat ship wont be able to enter enemy ports
    o   You will now be able to switch ships in enemy ports if you have an outposts and docked ships there (to remove weird lockouts caused by legacy rules
    o   Military ships can now sail out of enemy ports to remove lockouts if your port was captured or changed state from open to all.
    o   Exit from enemy and contested ports gives you a 30 min port battle lockdown
    o   Free for all ports do not give the port battle timer.
•   Battle sails now give bonuses to
    o   Ship turning
    o   Yard turning
    o   Sail resistance
•   Fire changes
    o   Fire now affects structure and planking differently. Planking will burn faster than structure. This is done to bring back more epic explosions as fast fires burn the structure too fast (ship sinks faster than it can explode).
•   Structural leaks and penetrating leaks water intake speed dependence increased. Changes are as follows
    o   50% speed – standard leaks (current)
    o   100% speed – leakage is increased 2x
    o   0 speed – leakage is reduced 2x
•   Control perk changes
    o   Perk control can be switched off in the beginning of the battle, if you do not want to use it.
    o   There will be a button for the first 5 mins that will let you decide if you want to control on or not.
•   Tuning
    o   All blueprints were removed from the admiralty and added to player shipyards for simplification (some of them of course will require permits to build)
    o   NPC can rarely sail a 4/5 or 5/5 vessel
    o   Capturable ports now give better chance to build a exceptional vessel.
•   Fixed bugs:
    o   Multiple bugs fixed thanks to player reports
    o   Several tutorial bugs fixed
    o   Fixed bug not allowing you to destroy an item in the hold if your computer time was set in the future.
    o   Fixed the bug that did not let you take back Hercules if NPC was assigned to it.

Update 21st June
•   Le Requin
    o   HP lowered slightly
    o   Battle sail mode added
    o   Speed of raising lowering sails decreased
    o   Ship declassed as 6th rate
•   Hercules
    o   Broadside time tweaked
    o   HP increased according to size
    o   Ship re-classed as 5th rate
•   2 group statuses removed
    o   Group status automatically converts to battle group once it exceeds 5 players
•   Mission cancellation limit increased to 50
•   Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased

Open world UI has undergone significant changes in systems and code, please expect bugs and problems and do not forget to report them in this topic: http://forum.game-labs.net/topic/26163-open-world-ui-feedback-2018/

UI Teaser

(https://i.imgur.com/PL9fQUb.jpg)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 23, 2018, 10:19:58 PM
Update 22nd June

•   Fixed the bug blocking the trade of ships in port
•   Fixed bug that blocked UI for some time after sending the bug report
•   Fixed bug causing incorrect display of national ranks
•   Fixed bug that sometimes did not display the type of combat on combat selection screen
•   You can now redeem the imported premium ships only if you do not have the same ships in docks
•   Use rum now properly works if you drink rum on the Basic Cutter
•   Replaced the icon for Carpenters to something more appropriate (remember that icons are not final)
•   Reduced the fire damage to structure even more (as ships were still sinking before exploding).

Title: Re: Naval Action: Patches/Updates
Post by: Asid on June 26, 2018, 07:33:19 PM
Update 26th June 2018

•   Additional tunings for the leaks/speed curve
•   Recently killed status visualization is added
•   Fixed spelling on the Open World Map (thanks to players feedback)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on July 05, 2018, 09:32:22 PM
Update 5th July 2018

Epic chest (dropping from epic events) content slightly improved
Fixed bug that sent one of the OW chat windows into battle instances completely hiding the compass (thanks to Cpt Reverse)

Internet Connection instability fixes:

•   Fixed bug that sometimes locked out the player from using ports after random teleports caused by connection drops during the change of state (thanks to z4ys)
•   Fixed bug that sometimes locked the player from using ports if he is sent to two battles due to connection drops (thanks to Vile Executioner)

Title: Re: Naval Action: Patches/Updates
Post by: Asid on August 09, 2018, 03:35:07 PM
Update 9th July 2018

•   Fixed the fonts in ship auction, store interface and contract interface that hid zeroes from the price (they were present in confirmation screens but people still made mistakes)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on August 09, 2018, 03:36:38 PM
Update 9th August 2018

•   Hercules armor thickness and HP slightly reduced to 50 and 3300
•   Le Requin speed at 180 degrees (wind from the stern) slightly reduced to approximately 6.5 knots from 8 knots
•   Massive buffs to hp and slight buffs to thickness across all 6th rates and 7th rates
•   Slight buff to 4lb and 6lb damage
In addition to tunes

•   Overloaded OW speed debuff deployed early. The rest of the fix (giving no option to overload the ship through trade might appear in the port UI patch).

Title: Re: Naval Action: Patches/Updates
Post by: Asid on August 29, 2018, 01:22:03 PM
Patch 26. Spanish frigate Diana, BR rebalance and ship tuning.
Naval Action - Gamelabs

Hello Captains

Patch has been deployed today to live servers. 29th August 2018

•   Diana wil be given out for testing to all captains in the Caribbean.
  o   It will be a timed reward - you will have to login and claim it within 15 days.
  o   Spanish frigate Diana
    •   Spanish heavy frigate filling the gap between heavy and medium frigates
    •   Gundeck - 24lb guns 42lb carronades
    •   Upper deck - 9lb guns 32 lb carronades.
•   Major BR rebalance
  o   We are gradually moving away from the static BR based on HP and DPS characteristics and will also consider several other factors including battle performance data.
  o   How it will work
    •   Ships with much lower performance statistics will have lower BR even if they are a higher class vessel. For example 2nd rate pavel having a much worse battle performance than 3rd rate Bellona will have a lower BR than Bellona.
  o   The changes will be applied gradually as full performance based BR is currently impossible as it will break old mission system. Once new mission system is added in September we will let battle performance influence the ship BR slightly more.
  o   This will mostly affect the port battles and will require captains to recalculate their battle plans for future conquests.
•   Speed changes
  o   Wind curves slightly tweaked for
    •   Hercules
    •   Privateer
  o   Speeds slightly increased for
    •   Mercury
    •   Niagara
    •   Lynx
    •   Privateer
    •   Prince
  o   Elite and Spanish/Pirate rig refit bonuses lowered from 30/15 to 20/10
  o   Keep in mind that this speed change is a temporary fix to provide more options in the 6th rate category - all ships speeds, turning, and heel performance will be updated after port ui patch based on battle performance with the goal to increase gameplay depth. Current historical wind curves (fully based on sail plans) have been found to reduce gameplay depth instead of improving it, and will be adapted this autumn.

Diana Screenshot

(https://i.imgur.com/Q3dRLoW.jpg)
Title: Re: Naval Action: Patches/Updates
Post by: Asid on September 12, 2018, 01:29:49 PM
Hotfix for patch 26. Constitution Classic
12 September - Gamelabs

Hotfix was deployed today 12th September
•   Fixed the bug locking you in port if you wanted to claim tutorial rewards without the outpost
•   Fixed basic cutter BR issues
•   Fixed Diana bugs with decals and colliders
•   Constitution Classic timed redeemable added to all captains for testing. Please login within 14 days to claim the ship

Title: Re: Naval Action: Patches/Updates
Post by: Asid on September 19, 2018, 01:34:07 PM
EXPERIMENTAL BOARDING SPEED HOTFIX
Naval Action - Gamelabs

Hotfix 19th September

To solve the hugging issues with small ships safely staying very close to large ships we would like to test this experimental change - increasing the allowed boarding speed limit, but reducing the relative speed difference

Full list of changes.
•   All upgrades increasing crew rebalanced (data below)
•   XP and Money for kills and assists rebalanced based on BR of vessels (slight increase for 1-2nd rates)
•   Yacht can now enter port battles and can be added to fleets
•   Determined defender bonus lowered from 30% to 0.001%
•   Boarding max speed increased to 8 knots (previously around 4 knots). Speed difference between your ship and enemy ship cannot exceed 5 knots to board (lowered from the previous 8). Both vessels must sail below 8 knots.
•   Barricades defensive bonus increased by 0.1 and attack penalty increased by 0.1 as well.

Crew bonuses reductions
  o   Shipbuilding:
    •   Very cramped: 5% - previous 10%
    •   Cramped: 2.5% - previous 5%
    •   Extra crew trim: 7.5% - previous 10%
  o   Modules and books:
    •   Light ship hammocks refit: 5% - previous 15%
    •   Hammocks book: 7.5%-7.5%-2.5% - previous 20%-10%-5%

Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 31, 2018, 01:07:08 PM
Patch 27 - Port Interface, New missions, Streamlined economy, Insurance, New currencies.

Captains.
The day of days has come - and we are getting close and closer to release.
Patch will be deployed today on 31st of October.

This is the biggest patch we delivered to date so expect problems and issues - they will be fixed one by one.

Contents

It is impossible to describe the multitude of changes in this patch so the list will be short and will just cover areas of changes
•   New bugs and loopholes - please report issues in designated topics or in this topic
•   Updated port user interface. Everything has changed. Just like with all interface updates it will feel weird and sometimes wrong. But it is a much better UI and most importantly it is better for localization
•   Economy has moved to historical currencies
  o   reals - silver dollars
  o   doubloons - double escudos - gold goins
  o   pvp marks and combat marks have been abandoned. Combat marks will be converted to reals - pvp marks turn into doubloons
  o   denomination has been applied to all prices (approximately 25 to 1)
       please report if we missed something in this area
  o   2000 doubloons will be issued to all captains as a timed redeemable for 14 days.
•   Holds contents have been updated for
  o   combat ships
  o   traders
  o   sealed bottles
  o   chests
  o   all vessels can sometimes carry crew pay (military ships) or results of trading in doubloons (traders) and in good amounts
•   New missions
  o   Hunt and search and destroy - to find and destroy ships in the open world
  o   Weekly challenges
  o   kill missions (former combat orders) now have difficulty levels and increased rewards
  o   bot distribution changed. certain regions now have lineships (like hispaniola) some regions have 5th rates only.
•   Mission class and difficulty now depend on ports
  o   Starting ports have lower level missions and easier missions
•   Insurance has been added to all crafted ships
  o   you must fight bravely and do not give up the ship (sink) to receive insurance
•   Economy has been streamlined
  o   redundant materials removed (conversion tables were provided before)
  o   resources weights and prices changed
  o   building production limits have been greatly increased for lvl 3 buildings
       e.g lvl 3 building now allow production approximately similar to 5 level 3 buildings before the patch.
       as a result euro traders permits were removed from the caribbean for testing
  o   prices for buildings were adjusted based on complexity of production
  o   current buildings were closed and wiped for all players (costs to reopen was added to redeemables)
  o   new buildings introduced
  o   outposts now charge for passenger transportation
•   Admiralty prices updated
  o   book prices for high level ships generally increased (because of ample supply of doubloons from activities)
  o   ship notes prices now correspond to the alternative of crafting that ship (a lot higher)

Known issues
•   Economy and prices are new and might require several iterations to stabilize and tune
•   Clan leaderboard table does not work as intended and will be updated later - it only shows port battle oriented clans
•   Very rare issue of corrupted items locking the exit from ports can still happen - but we have added the automatic deletion of such items and added additional logs to find more cases of such issue. If you cannot exit from port or sell a ship it is because one item in hold has become corrupted - please let us know when this happen in support section or by f11.

Please provide feedback in this section (3 topics are pinned on top and focus on interface, economy and missions)
http://forum.game-labs.net/forum/7-patch-feedback-and-general-discussions/

Next steps

We plan to stabilize the patch in several iterations and continue work on localization in parallel
Next big patch will focus on localization.
Official promised languages will be localized by GL, but we will provide the tool to change the language to another if it will be localized by the community (access to language file will be provided and players will be able to replace it with their own).

Title: Re: Naval Action: Patches/Updates
Post by: Asid on December 17, 2018, 03:04:04 PM
Patch 29. Sextant perk, UI Improvements, Shallow water experiments and various other fixes.
17 December - Gamelabs


Captains.
Patch was deployed today 17th of December 2018

New content and experimental changes.
•   Sextant perk
  o   2 points (price might change) perk will allow to determine your position at sea
•   Shallow water based on draught of ships (experimental change)
  o   All ships below 4m draught will be allowed into shallow waters and shallow water battles
  o   This includes
    •   Cerberus
    •   Renommee
    •   Pandora
    •   Surprise (L Unite)
  o   Hercules and LRQ will be allowed into shallow port battles.
  o   Please make necessary preparations if needed.
•   The game code has been almost completely prepared for localization. Localization/Tranlsation has started into main promised languages. Custom language file added for those who want to translate the game into any language for themselves or community or those who are not satisfied with our main english version
  o   To use the custom file for your version of the translation:
    •   Open folder Languages (currently Langs)
    •   Copy the file named _English.csv
    •   Paste and rename it to another name
    •   Translate or edit that file to the language you want
    •   Save it in the standard CSV format if you open it in the Excel (file uses UTF-8)
    •   Name of that file will be available in the general section of options in the drop down menu
    •   File will be working properly after game has been restarted.

Fixes
•   Important: Fixed the annoying redraw of all icons when dragging items between holds and warehouse. This will significantly increase the speed of item management if you have a lot of items in holds and warehouses.
•   Fixed annoying blinking of expand button
•   Clan leaderboards should now work properly and show statistics for the last 7 days (without weekly reset)
•   Fixed the bug that does not allow to build buildings if doubloons are in money chest
•   Fixed the bug that did not reset the exit timer when using grape against crew
•   Fixed rare crash of client during teleports
•   Fixed bug that closed port trade chat after sinking in the open world
•   Fixed visual bugs of DLC flags on Essex
•   Fixed bug that allowed the NPC fleet to reappear on the open world at the place of previous attack (if you sank any ship besides the flagship)
•   Fixed the bug that hotkey did not work if you had tooltip active (when mouseover)
•   Fixed the bug that did not let players pick rewards for previous challenge on the day new challenge starts

Improvements
•   Multiple minor fixes on the Port UI.
•   Added new shallow patrol zone Deadman's Cay (+1 shallow patrol)
•   New icons added to most trading goods
•   New warning symbol D (damaged) under LEAVE PORT button to show that your or your fleet ship needs to be repaired.
•   Added indication to Hunt and S&D missions to show 3 nearest regions where your targets can be found
•   Improved performance of port UI
•   Reduced FPS drops when opening windows.
•   Improved the performance of drag and drop - holds and warehouses no longer hide behind other windows if drag and drop is in progress
•   Barter resources are now spawned during the day (not immediately after maintenance)
•   Loot from sealed bottles has been generally improved.
•   Added 5th rate S&D missions in common non capital ports

Title: Re: Naval Action: Patches/Updates
Post by: Asid on February 28, 2019, 07:08:12 PM
Patch 30: Ships of the line - Rulers of the Sea
28 FEB - GAMELABS


Captains. MEGA Patch was deployed today on 28th February!

Contents of the patch.

Localization has been officially added.
•   You can change the language of the game in the options menu.
•   Localization is not complete!– as new content has been added in the last 1.5 months – this will be translated soon
•   Custom files for all languages has been added. They can be used by community translators or yourself to improve things you do not like to completely change language
•   There are issues in some translations due to the fact that outside firm was - but they will eventually be fixed, with help of community.

Battle UI
•   Battle UI has been freshened up.
•   All Battle UI has been moved to one technology set (slightly increasing FPS in battles)
•   Boarding is no longer showing enemy commands.
o   Boarding UI might need another pass of improvements based on your general feedback.
•   You can now use buttons [ ] during boarding that will allow your ship to fire point blank broadsides.
•   All buttons have received informational tooltips, which you can read by putting your mouse over the buttons

Combat model
•   Ships of the line will now rule the seas. No longer ships of the line will fear light corvettes.
•   Damage model has been adjusted.
•   Inverse DPS problems has been fixed (previously 4lb guns had higher DPS than 42lb guns)
•   Reload shocks issues were fixed. You will get them regularly if you maximize damage in short periods of time.
•   Lower rank NPCs turning has been adjusted (previously they turned like experienced rear admirals when they should not have).
o   Additional tunings to NPC combat will be applied soon.
•   Turn rates were lowered across the board for most vessels, to support the precise deliberate combat model (low level ships turned like they were on drugs)
•   Additional improvements to speeds and turning will be deployed next week.

PVP and ROE changes (rules of engagement)
•   To increase number of PVP opportunities the following change has been made.
•   Open world battles for the weaker side (based on BR) are open for 20 minutes. You can reinforce the weaker side if you are sailing by. The mission will close and swords disappear once BR evens out (with certain % threshold)
o   if you want to get help stay closer to friendly entry points.
o   If you are ganked, call for help in chat, people can help you. Of course just like tracers in ww2 this feature works both ways. If you attack in force your target might get reinforcements, changing the course of the battle.
•   Overall goal is to give more pvp opportunities to captains
•   Combat Medals were introduced. Combat medals will be granted for PVP activities, and will give access to pvp rewards.

Port importance for clans and rare resource spawns
•   Changes to rare woods spawns and access
o   Rare woods resources now only have limited trading spawns in the Carribean.
o   Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted)
o   These rare woods now can be received by clans using delivery missions
o   Сlans and clans on their allies list have access to these missions
o   Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port.
o   Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu.

Protected areas
•   Redundant protections removed from secondary protected areas (like Louisiana or Vera Cruz and Belize)
•   Additional improvements of the protected areas will be done next patch

Trading
•   Trading will be more available
•   Resources spawn distribution is now better and ability to place contracts on trading goods removed.
•   Additional regional goods added
•   Selling goods far from the purchase place will make more money (buying something in Trinidad and selling it in the gulf will make a lot of money
o   This of course means that short distance routes will no longer make too much money
•   Barter added (but not yet tuned properly – will be fixed in the next hotfix). It will increase supply of trading goods

Missions
•   PVP hunt missions added
•   Solo PVP patrol zone added
o   In the solo patrol zone you can only be attacked by the ship of the same class and battle will close immediately.
•   Passenger delivery missions added
•   Letter delivery missions added
•   Clan delivery missions added
•   Mission rewards increased

Better PVE – More accessible PVE
•   NPC fleet placements slightly adjusted (gulf suffered, but all other regions will generally see more NPCs – we will fix the gulf problem later)
•   Missions are now based on regions (less on port type)
o   For example Hispaniola is a 1-3rdrate region. It will only give missions for 1-3rdrate.
•   Missions are now unlimited – if you finish your initial set of missions you can take new ones. No longer we will force you waste time on sailing to another to find additional supply of missions.
•   Missions spawns are significantly improved – time is precious - you will no longer spend 20-30 mins reaching the mission. Missions will no longer spawn on other sides of large land masses.
•   Group missions added (enemy types and rewards are not yet fully balanced- some missions might be very hard)
Other changes
•   Sextant perk is now provided automatically by default to all new accounts
•   Fleet perk for 1 ship is now added to all accounts by default (so new players can go straight to capping and looting)
•   Small amount of low level NPC enemies were added around Capitals to provide additional opportunities for new players
•   UI scaling options added to the game
•   Additional flags added to DLC for some nations
•   1 flag was added to admiralty store for some nations, in the next couple of patches all nations will have 1 flag in the admiralty available for doubloons.
•   Prices for basic resources were adjusted, blueprints for ships were adjusted to support the new damage model. Some balance issues with blueprints were fixed.
•   Labor hours will be adjusted too in the next hot fix (did not get in this patch).
o   NEXT HOTFIX Labor hours spent on crafting frigates and below will be significantly reduced. Labor hours generation WILL be increased 2.5times.

Title: Re: Naval Action: Patches/Updates
Post by: Asid on April 25, 2019, 03:18:23 PM
Patch 31: Port investments, new hostility and preparation for the release.
25 Apr @ 9:50am - Gamelabs

Captains

Patch has been deployed yesterday on 24th of April.

Main feature of the patch - Port investments.
This is a group feature. Solo players must find a group of friends to use it or join a clan.

(https://i.imgur.com/hFX0bU3.jpg)
Imaged - dutch players deciding if they want Caracas to have a +5% speed bonus for shipbuilding or +10% thickness or BOTH

•   Investments.
o   Clan alliances can now expand production of resources in ports
o   Clan alliances can now expand shipbuilding in ports
o   Clan alliances can now improve defenses in ports
o   Investments will drop their level after you lose the port, multiple losses of ports will lose all investments (to remove port trading)
o   Forts destroyed in port battles will have to be rebuilt
o   Clans will be able to decide who can access the facilities and build them
o   Once you build the facility you will be able to use it even if you are kicked from clan or alliance (provided you are in the same nation).
o   Other nations WILL NOT use the facilities and investment benefits
o   Ship building bonuses are created by clan alliance only if they build ships in their city. Other captains (who are not part of the alliance are not going to be able to hire artisans trained by clans).
  -   Due to limited investment points some cities will have to specialize – in the first iteration there are going to be 2 types of towns
  -   Resource base
  -   Shipbuilding base
  -   Or a mix of two
o   There is a limited number of ports that can build amazing ships with all the possible bonuses. Nations will have to fight for them.
o   This is a first iteration of the feature so expect bugs and problems
•   Map wipe
o   All forts on map were removed (they can be rebuilt by clans)
o   Map was reset
o   Lord protectors were reset,
o   National leaderboards were reset
•   Hostility mission changes
o   Hostility now can be gained only using missions.
o   OW hostility points are no longer granted to avoid exploits.
o   Hostility generation in missions will feel much faster
o   Defense timer cost is 250k Reals per day (might go up even more)
o   County capital and capitals give missions to capture 2 nearest county capitals
o   Free towns give missions for 2 nearest county capitals
o   Once you taken the county capital you can take its regional cities.
o   Marsh Harbor also gives an option to take Treasure Island, Treasure island capital gives an option to capture Bermuda.

Other changes
•   Forts were buffed
•   BR limits for ports have changed
o   Largest towns (55 investment points) have 25000 BR limit
o   All other county capitals have 20000 BR limit
o   Regional towns have 10,000 BR limit
o   Shallow capitals 3000 BR limit
o   Shallow towns 2000 BR limit
•   Lord protectors are no longer have tiered rewards for VMs
o   you get what you hold (but not more than 15VMs per week – lets see how it goes and maybe increase this limit later)
•   Hostility points for port battle creation have changed
o   County Capital deep – 10000 pts
o   Regional town deep – 4500 pts
o   County Capital shallow – 2500 pts
o   Regional town shallow – 1000 pts
•   Peace server changes
o   Historical peaceful map applied (this will change bot routes and bot nationalities)
o   Admiralty can now be used in ALL peaceful cities
o   Peaceful outposts and buildings can now be built in all cities
o   Peaceful PVE missions can now be taken in all cities too
o   You can enter and exit enemy ports in all ships including combat vessels.
o   Top class ships on the PVE can still be built in towns that are capturable on War server.

Other changes
•   Combat medals are now only granted for mission and patrol completion.
•   Improved FPS performance in instances and port battles
•   Added additional item descriptions
•   Bots now use universal ranks to help judge their difficulty easier
•   Added an option to make more books and upgrades in production run
•   Added inverted mouse to options
•   Added tooltips to clan warehouse
•   Permit prices and requirements rebalanced
•   New ship notes added to admiralty
•   Pandora lost ability to use stern carronades due to placement of ports
•   Epic chest now drops in Epic events a lot more often
•   Grape damage distance slightly increased
•   Grape min damage from raking slightly increased
•   Port name changes and other minor beautifications
o   Some ports have their name changed or improved.
o   Spanish town (a city of striking contrasts) is now a capital of the Virgin islands
o   Sisal is now a capital of Merida
o   Some counties were rebalanced.

Fixed bugs
•   Fixed bug that did not build 5/5 ships in some ports that became capturable recently. Apologies for the inconvenience.
•   Fixed bug that was visually showing wrong ammo type (for example ball was flying instead of chain or vice versa) in instances for new players who just joined instance or relogged in into instance
•   Fixed stationary bots in OW
•   Fixed bug that cut your speed if you switched to a fleet ship
•   Fixed bug that did not update your map if you switched from Peace to war server after AFK kick
•   Multiple other bugs fixed

Title: Re: Naval Action: Patches/Updates
Post by: Asid on July 04, 2019, 11:37:45 PM
Minor patch 33: Bug fixes and improvements
3 JUL @ 2:13PM - GAMELABS

Captains

Small patch has been deployed today

Changes and fixes
•   Fixed Bug that sometimes increased horizontal angle of fire for cannons for NPC ships
•   Improved loot table drop system to remove rare cases of same items dropping in consequential opening of chests
•   Fixed 3 potential exploits thanks to @qw569 research
•   Fixed bug with labor hours for upgrade manufacturing
•   Fixed bug with perk requirement for Wasa and United states shipbuilding
•   Fixed bug that did not generate proper knowledge slots for trader ships

Changes in the previous weeks
•   Fixed labor hours bug for hull repair, rum and rig repair manufacturing
•   Added Admiralty flags for several nations
•   Improved bot distribution on the OW map (some areas did not have bots generated)
•   Fixed certain bugs in localization (typos and placements)

Title: Re: Naval Action: Patches/Updates
Post by: Asid on September 12, 2019, 12:29:34 AM
Hotfix for patch 35
11th September 2019


Capture rules changes and other improvements.
Captains..

Small patch has been deployed today 11th September 2019


Main changes

•   All ships (with the exception of imported ships) will be allowed to capture by the Admiralty on the War server.
•   Oak, Fir, Mahogany, Sabicu planking has been allowed for NPC captured ships
•   NPC captured ships will have from 1 to 4 upgrade slots (compared to previous 3).
•   Increased the probability to get a better ship from the admiralty notes and for premium ships
    •   crafted ships still have a 3x higher probability to get a better ship
•   Added the following ships to NPC fleets compositions
    •   Niagara, Rattlesnake, Pirate Frigate, Trincomalee
•   Removed the following ships from NPC fleets
    •   Bellona, Santisima Trinidad


Other changes

•   Fire shock bug fixed - it is now correctly showing when ship is in fire shock, and is not showing when ship is not in fire shock.
•   Increased the amount of people required to fight the fire from 6 to 15 per square meter of fire
•   Increased the size of the fire that causes ship to go into fire shock.
•   Speed for all ships of the line with the exception of bellona, christian and santisima (rare lineships) slightly reduced


Title: Re: Naval Action: Patches/Updates
Post by: Asid on October 23, 2019, 12:58:46 AM
Seasonal Update: Treacherous Waters
Tue, 22 October 2019

Captains, finally the update has been deployed.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/11602907/0d06743ff60aef628acc45ce6361dc91086e47b4.jpg)

Contents of the patch


•   Wind patches
o   Wind is the movement of air from high pressure to low pressure areas. When sailing you will encounter an open world representation of uneven pressure systems existing across waters around the world from lakes to oceans. By sailing into or close to a wind gust you will be able to get a wind boost and gain extra speed. This will dramatically affect gameplay, travel and accessibility. This is not the last feature we plan to add in terms of wind, but it is one of the most important ones as it saves time, yet still logical and realistic, even if a little bit exaggerated.

•   NPC Port Battles
    o   Raiders will attack ports on all Servers.

      o   On war server - for testing purposes - for a week, NPC Raiders will just probe ports and will not take control even if they win the port battles. This will give some time to practice and prepare for the real raids that will start in a week or two.
      o   On Peace server raiders will start trying to take control of the national ports (belonging to the NPC governments, giving in 2-3 days the chance for player to recapture them to their clan control.

    o   This feature is extremely important as it brings

      o   Peace server attacking port battles against NPC
      o   Peace server investments
      o   Peace server taxation and clan control
      o   Peace server defensive port battles against NPC

•   Player Raids for Peace and War servers
    o   Some ports will give missions to raid rich enemy ports in the vicinity. Your goal would be to take 3-6 captains with you, and steal the chest from the trading ship with escort located in a mission near the port that you have to raid (all escorts must be killed). Once you get the chest you must bring it back to the mission giver. If you want to open the chest elsewhere you will have to find a special key. Chest will contain a portion of tax income, and portion of all investments in the raided port. If you do not have a good mission in the vicinity - find somebody who is raiding another port and steal their cargo. Player raid rewards are fully player driven. If all ports are poor, all missions are going to be poor. If ports are developed rewards will make you rich.

•   Fire
    o   Fire and fire shock mechanics improved. Curves added to control the amount of crew firefighting. Small fires will not require a lot of crew to put down, where 1 meter fire will need maybe 2 crew members, but let the fire grow and crew requirement grows exponentially. If 30% of the ship is in flames = more than 80% of the crew will be firefighting (or running).

•   Loki Rune
•   Ship Logbooks
•   Other changes

    o   Due to travel speed increases - rewards for delivery quests was lowered
    o   Mortar brig damage increased by 30%
    o   Clan allies limit increased 2x
    o   Attack timer slightly lowered to 8 seconds
    o   Overloading is not allowed in battle instances

•   Localization
    o   Ukrainian language added
    o   Chinese community translation added.
    o   Russian community translation added.

•   Of course - New Bugs and issues were introduced


P.S.: Expect several hotfixes and additions in the next 2-3 weeks.
Game