Jump to content
Game-Labs Forum
admin

Patch 11.0: New ships, Unity 5, Improved clan based conquest, and many other changes.

Recommended Posts

admin    27,916

Captains

Patch is being deployed today (might take a while). 

Contents include

  • Unity 5.
  • New ships
    • Wasa - ship note for combat marks
    • L'Hermione - ship note for combat marks
    • Prince Neufchatel - blueprint + permit
  • Life improvements and better rewards
    • Improved rewards for pve and pvp - to give better ability to recover losses
    • Reduced XP for knowledge slots
    • Reduced weights for ship building resources to minimize travel times (approximately)
    • Pirates can now enter neutral towns
    • Number of free towns dropped to 9 to reduce ganking and sealclubbing near capitals. Most free towns have became neutral towns.
    • Neutral towns now give missions
  • Admiralty store
    • Prices for skill books reduced 
    • Prices for permits reduced
    • Victory mark conversion lowered
    • Reverse victory mark conversion added
  • National Taxation
    • National cities started to charge tax for all purchases or sales using money (inlcuding private trade and contracts
    • This is required to support maintenance of reinforcement fleets. 
    • 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
    • Clans controlling the port can lower taxes
    • Clans controlling ports have to pay maintenance (which was previously paid by the governments) 
    • 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
    • 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.
    • Hostility missions are back, but only spawn in the vicinity of the town
    • Approximate number of missions to raise hostility to 100% - 4.5 missions (each mission has 10 NPC enemies)
    • PVP kills also count towards hostility.
  • Port battle entry rights is limited to captains who are members of clans to allow conquest players better   control on who enters the port battles.
    • Port battles are now set up by clans for the nation
    • Clans and guilds can add other clans of the same nation to friend lists (allies)
    • 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.  

 

Post will be updated if we forgot to add something. 

list of uncapturable regions 

The rest of the ports turn neutral 

Please discuss. 

 

Update 18th September

Patch update message (main post updated too)

Hotfixes done over last week (including today)

  • Cities set as neutral by clans will have their own unique marker
  • Cities set as neutral by clans allow outpost construction and place 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) 

Other fixes

  • Hostility quests disappear from the list of available if your nation has already set 3 port battles for one enemy nation. 
  • Teleport is allowed to free towns
  • Forged papers allow usage in free towns and neutral towns
  • Nation descriptions and difficulty levels added player creation description.
     

Share this post


Link to post
Share on other sites
Peter Goldman    1,205

Ship Note = random ship or blueprint? In game we have 2 ship notes that you mistake. From Deadman Chest ready and random built ship and from Admiralty ship notes that are blueprints. Please, fix it.

Share this post


Link to post
Share on other sites
victor    690

In previous threads on the matter, you mentioned changes also in the trade resources mechanism (in particular you told that free towns would have only produced trade goods - so no longer consuming them - and only capital cities would have consumed trade goods), but I see nothing in the release notes.

Is this change already implemented or is it postponed (or abandoned)?

Edited by victor

Share this post


Link to post
Share on other sites
Demsity    107

Awesome! Cant wait to get home and try it out!

Its a shame that the PVE rng factor is still in place for books and refits. A better solution would be to make them horrendously expensive in the admiralty shop.

@admin I love the new direction that you are taking this game!

Share this post


Link to post
Share on other sites
Siegfried    845
26 minutes ago, admin said:

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.

Admin, do you mean "... entry rights is NOW limited to..."? I am translating and I found this.

Share this post


Link to post
Share on other sites
Kair    167
27 minutes ago, admin said:

Port battle entry rights is noW limited to captains who are members of clans to allow conquest players better   control on who enters the port battles.

 

Share this post


Link to post
Share on other sites
Knobby    123
1 minute ago, NethrosDefectus said:

Are ALL cash transfers taxed? For example, if I was to loan money to a clan member or a friend, would that be taxed?

in previous discussion admin said barter (= trade window between players) remains untaxed

Share this post


Link to post
Share on other sites
2 minutes ago, Knobby said:

in previous discussion admin said barter (= trade window between players) remains untaxed

But it also says in these notes 

"National cities started to charge tax for all purchases or sales using money (inlcuding private trade and contracts)"

Share this post


Link to post
Share on other sites
Knobby    123
1 minute ago, NethrosDefectus said:

But it also says in these notes 

"National cities started to charge tax for all purchases or sales using money (inlcuding private trade and contracts)"

damn

Share this post


Link to post
Share on other sites
Jœrnson    369
10 minutes ago, Knobby said:

damn

Prob drop your money in clan warehouse and clan mate take it from there. Not sure if clan warehouse transactions will be taxed tho.

Share this post


Link to post
Share on other sites
Peter Goldman    1,205
11 minutes ago, Jœrnson said:

Prob drop your money in clan warehouse and clan mate take it from there. Not sure if clan warehouse transactions will be taxed tho.

In fact, it's a donation and you need a clan warehouse in such port. Pretty smart way to avoid paying taxes, but not easy and possible everywhere.

Share this post


Link to post
Share on other sites
Ink    2,333
29 minutes ago, Knobby said:

ooooh didn't expect to get unity 5 already.

Also, is clan alliance limited to nation?

Clans can be allied only within the same nation

Share this post


Link to post
Share on other sites
Knobby    123
Just now, CaptVonGunn said:

So what defines barter in game now then?

Barter always used to mean goods for goods, as opposed to goods for money

Share this post


Link to post
Share on other sites
Ink    2,333
1 hour ago, Peter Goldman said:

Ship Note = random ship or blueprint?

Wasa and Le Hermione - built ships for combat marks

Share this post


Link to post
Share on other sites
CaptVonGunn    319
12 minutes ago, Knobby said:

Barter always used to mean goods for goods, as opposed to goods for money

So you trade money for nothing and that isn't a sale?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×