Patch 9.9 Fishing, Officers, Fleets and other things29 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 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.