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  1. Sparse info on this feature went out in the Russian forums so we must share it with everyone. We are working on the very big feature now which was taking 90% of the time for the devs and art team. The feature is in development in secret since October. We have taught the engine to pull the land from our procedural map into battles. If you attack a player in the hispaniola channel you will fight in the hispaniola channel. If you attack a player in a narrow passage you will fight in a narrow passage. Attack a player near land if wind blows towards land he will not escape. Port battles harbors will be based on our map harbors making some ports extremely easy to capture and others impossible to capture. Attack someone near a shore battery spot and you will have to fight under battery fire (this will allow us to eliminate reinforcements button). This will change the gameplay completely and might ruin the game. Or will make it awesome. The feature is in internal testing as there a a lot of spawn problems to be solved. But it plays and feels epic. ETA Unknown but hopefully by mid spring it can be given in experimental build for testing.
    107 points
  2. Hello Captains We are undergoing finalization of the last couple of patches and notices and are doing the stress testing of the game infrastructure to support a smooth launch of the game. This means that release day is going to happen in June 2019 within 30 days from today. This all will not happen without you. Thank you each and everyone for support, positive feedback and criticism that is making the game better and better every day. More information will follow.
    105 points
  3. Hello Captains. This is an important announcement on the asset wipe. Most importantly - your xp is safe. Bad news All assets (including money) will have to be removed from the game. We tried hard to find the way to keep the assets, but unfortunately due to the sheer volume of resources accumulated during experiments (which sometimes provided too much money or resources or both). In addition to that keeping resources will not allow us to properly test the economy changes, ship changes (including 1 durability), upgrade changes, npc resource distribution. All assets will be removed. We will provide 4 ships of various rank as redeemables to all players to give some head start. Good news We mentioned some time ago (several times) that all participants of the early access will receive rewards for all the pains endured during this hazardous voyage. Today we can announce a first exclusive reward (there could be more) that all players who have owned the game during early access will receive. Pandora - beautiful, fast and agile light frigate famous for the search for the Bounty after her mutiny. The ship will be delivered on release of the game or maybe earlier (for testing). It will be added to redeemables in one of two forms (we do not yet know which and will provide more information on this closer to release) un-tradeable permanent blueprint, or an eternal redeemable ship similar to the yacht. Timeline (timelines are not final) Series of patches will be applied to testbed by the 10th of April (last patch to testbed was applied on 27th Feb) Asset wipe by 19th of April Preparation of the server merges and reorganization by 19th of April Opening of servers 19th-20th April We understand that the action we take could be painful but it is absolutely needed for proper testing of the game before the release. Thank you for your attention.
    104 points
  4. HRE abandons Cartagena. We think HAVOC has clearly won the Port Battle and we respect that achievement. Rediii, the next time you and your clan attack Cartagena we will not defend it. We respect the rules of fair play and reward your victory over Cartagena, even if the server crashed 2 tickets before the end. Thanks for the nice fight
    82 points
  5. Good news Captains Port management feature is under development and will be deployed to live servers next big patch. Infrastructure development All clans big and small will be able to improve their controlled ports and invest into infrastructure expanding resource development. With enough investments the need for hauling will be completely removed from a clan, creating a cluster city which allows production of all resources (with the exception of rare woods) Shipbuilding improvements Clans will be able to improve shipbuilding in their ports making better ships, faster ships, stronger ships tweaking the port perks to their liking Fortifications improvements Clans and their friends will be able to develop fortifications to protect their holdings All current fortifications on map will be removed For PVE server we plan to convert the map to the historical map allowing access to all ports and allowing capture through economy sabotage (without changing nations) giving partial access of this feature even on the PVE server.
    81 points
  6. A free exchange of ideas is essential in development of the game and community. Here is the simple guide that will help you understand what this forum is and what this forum is not This is a Game - Labs, Inc development forum and our goal is to limit unnecessary friction, which will only delay the development. As a result discussions that do not help to make the game better or make community worse (for example lack of respect to other members) will be removed and members who do not make this community a nice friendly place will be removed. Due to the quantity of users on this forum, there will be no second chances. Anyone who is acting overly aggressive or contributing to an overall negative mood in the forum will be removed from it, without hesitation. Show respect to your fellow users and keep the forums clean! Here is the list of simple rules. 1. Respect The goal is to support open exchange of ideas, and a venue for the discussion. We understand that there could be conflicts that happen when people voice opinions. This is a nice and a friendly community (mostly). Users are expected to be courteous when disagreeing with others. Update: forum and game has zero tolerance for assholes and jerks. Policy for Assholes, shitposters and jerks is simple: ban first, ask questions later. 2. Ranting and trolling A rant is a post that is filled with angry and counterproductive comments. Rants are disruptive, and incite flaming and trolling. Trolling is when you structure your posts to anger and insult other players to achieve an emotional response. Please post your thoughts clearly and avoid trolling. 3. Personal attacks, racism and discrimination are prohibited Personal attacks are posts that insult another forum user directly or discuss user’s personal life or situation. Posts that include race, religion or sexual preference based personal attacks and trolling can result in immediate suspension. Such behavior will not be tolerated and can cause immediate ban. 4. Discussion of real life religion and politics is prohibited. 5. Profanity/Cursing. A well timed curse can lighten up a conversation in combat, but use of profanity directed at other players is prohibited. This includes the partial masking of letters using numbers or alternate symbols, and any attempts at bypassing the profanity filter. Use of profanity is discouraged on forums. 6. Posting of personal information is prohibited. The posting of personal information including but not limited to personal contact numbers, email addresses, account names and passwords, home addresses and real life names or any other private information is strictly prohibited. Game-Labs respect the right to privacy, and will not tolerate posting of real life personal details. 7. Posting of private communication is prohibited. The posting of private communication between the moderators, developers and administrators and forum users is prohibited. Posting information from private subforums is also not allowed. Breaking of rule 7 may result in removal of all posting privileges. 8. Discussion of moderation, warnings and bans is not allowed. Such matters shall remain private between Game-Labs and users. The discussion of forum moderation actions usually leads to flaming and trolling. That is why this type of discussion is strictly prohibited under the forum rules. During the development of the game there is usually no way to appeal. 9. Spamming is prohibited. 10. Redundant threads will be locked. Please use search find information you want to discuss. A lot of threads on the same subject delay the development and wastes resources causing lots of good ideas to be lost. Please keep discussions regarding a topic to a single thread. 11. Player experience, New Player Experience, False information posting. Experienced players are encouraged to participate in assisting new players. Players taking a lead in help chat will be rewarded by rare ships if they are pointed to us by the community. Confusing players with incorrect information on purpose is not allowed. Spreading false information without factual video proof is not allowed (this includes information about non-existing cheats that some players love to explain their losses with). Spreading false information ruins experience for others - such players will be banned with no right to appeal. 12. All posts must be related to Game-Labs products. Posts regarding other companies and products or services are prohibited and any content of this nature will be removed. Posts regarding other non-competing games are permitted in the general forum (forum about other games), but could be removed without explanations if they look like advertising. Posts and links to other games in product related topics are prohibited. 13. Off-topic posting is prohibited. Off-topic posting is permitted within reason. Deliberate attempts to derail a discussion may result in deletion of comments. 14. Ban evasion is prohibited. Bypassing a suspension or ban via the use of alternate forum accounts can result in permanent revocation of posting ability. 15. Abuse of Game-Labs employees and forum volunteers is prohibited. We have a zero tolerance policy on abuse of employees and volunteers. This includes but is not limited to personal attacks, trolling, brigading and impersonation. Forum is a place where players and developers can exchange ideas in a constructive manner with the only goal to improve the game. Players breaking rule 15. will be permanently banned with no right to appeal. 16. Posting of inappropriate content is prohibited. The posting of pornography, discriminatory remarks which are sexually explicit, harmful, threatening, abusive, defamatory, obscene, hateful, racially or ethnically offensive as well as excessive obscene or vulgar language, posts which discuss or illustrate illegal activity, or an instance of providing links to sites that contain any of the aforementioned is strictly prohibited. 17. Forum format. It is much easier to follow a topic, when it is formatted properly. Please edit quoted messages to not post walls of texts. Avoid epileptic gifs and large signatures. If you are in doubt - that usually means your signature picture is already too big. 18. Naming Forum Accounts. (update October 2018) If an Account is assigned a name which is not in compliance with the established protocol, a warning notice will be issued. Account owner must change it as soon as possible. In case of ignoring the warning or repeated offences of the naming rules, an Account may be blocked. The following types of names of Accounts are prohibited: directly or indirectly offending another person or a group of persons or containing profanity; or having a hate speech / racist nature or discriminatory of any social group of people; Containing the real, in game, or forum name of a Forum Administrator or Moderator, or directly or indirectly alluding to ownership of the Account by Administrators or Moderators;  containing information that violates applicable law or ethical conduct norms 19. Accusations of Exploits or Cheating Accusing people or groups of cheating, or exploiting in the public forums or in game chat is not permitted with the following exceptions: If you have video or other effective and conclusive proof, you may post that proof along with the accusation in Tribunal. If you do not have video or other effective proof, but instead suspect there may be wrongdoing, you may use F11, or Private Message Ink and/or an active Moderator on the forums. Please provide as much evidence as possible, and please F11 and note the bug number where applicable. If you're messaging Ink or the Moderators, it helps to have bug numbers (they look like NAB-12345, but bug numbers are not required) so that your complaint can be properly investigated. Those who violate this rule in game are to be reported via right clicking the person's name where they made the statement, and selecting Report. In the forums, please click the "Report" link at the top of the post. Violation of this rule can result in withdrawal of your in game chat and/or forum posting privileges. 20. Real Money Trading/Gold Selling Advertising messages selling items/gold/ships for real world currency is strictly forbidden. Players posting such messages in public spaces will receive permanent ban from chat without warning. Please report such messages by an in game report function and by posting in tribunal. Multiple reports on the same steam id (mass advertising) could also cause permanent game access bans. Keep in mind that we only accept in-game chat reports as proof, as reddit, discord and other platforms posts can be fabricated to badmouth users. Always remember that a good portion of of gold sellers are not there to sell you gold but to steal your credit card. Do not engage in transactions with shady brokers as you might lose all your money. ------------------------------------- The Administration of the Forum reserve the right to make a final decision on the compliance of the names of Accounts within the rules.  Warnings and bans Policy The list below shows the structure of our warning and suspension policy. This policy may be bypassed completely in favor of permanent revocation of a forum user’s posting privileges. We use automatic point system and if you accumulate enough points automatic punishments will apply. If you believe you were punished unfairly send message to forum mods or admins explaining the situation. People can make mistakes. Additional warnings can result in a permanent ban depending on the severity of the case.. Suspension & Appeals Forum users are fully entitled to appeal against any actions taken that result in a warning or suspension of forum posting privileges. During the development of the game the only way to appeal is to write a letter explaining the situation to our general support emails. Game-Labs will make a decision based on the case presented. Decisions regarding the status of forum posting privileges lie solely with the community management team, and any decisions made are final. If you are suspended you can ask a reputable captain to make a case for you in the Tribunal section of the forum. Appeal can also be done through the forum support section Permanent Banning & Appeals A permanent ban is only issued in severe cases where a forum user has grossly violated our rules. Permanent bans are final in the Sea Trials until release of the game on Steam. Complaints If any forum user has an issue or complaint regarding the conduct of our moderators please send us an email, or ask in the forum support section. Any complaints received are taken extremely seriously and will be fully investigated. Rule set will be updated regularly. If a situation is not covered here, post the case in the Tribunal forum.
    80 points
  7. We come across such messages sometimes. Would like to comment on slow game development and delayed patches statements as they come up from time to time (sometimes sprinkled with low content point) We are not "No Mans Sky" and want to manage expectations. Undepromise and overdeliver is what they teach in good business schools in the East Coast. So here are the responses. Slow game development There is no such thing as slow game development - its either being developed or not being developed (moving or not moving in relation to the reference point). Einstein got famous for his relativity theory. Partly he talked about that speed is relative to your reference point. If your reference point is fast the rest will feel slow. But with art and development there are usually multiple reference points. All the reference points tell us that others are being slower (worse). Sailing ships were done before but were never done in our level of quality in a multiplayer environment, and all the other people who took on this subject were slower (and crappier), The only team who was able to deliver a beautiful (and not a multiplayer) game was Sid Meier/Firaxis. It was not his first game and it was not their first sailing game and Sid had at least 50 devs working on Pirates. Other developers for other games are mostly slower across the board with some exceptions, but those exceptional teams are usually bigger. We are one of the fastest in the indie field. To put things in perspective - we delivered more ships over the last year than whole Euro Truck Simulator 2 has (they have 13 vessels/trucks) with their large development team. Yet some say we lack speed in adding content. But: It could feel slower because of open development for 3 reasons You see everything. You see good things and bad things. Its open development - sometimes you are watching paint dry. And it needs to dry. To avoid this - don't buy early access games. You want patches and because they require checking - every patch wastes at least 1,5 week on internal tests. Its a lot of time: 9 patches = 3 months of programmer and qa time wasted on checking instead of getting something new done. If we were not patching we would deliver more (or if we were not afraid to give out broken builds like we did before release). We listen to the community and react to things community thinks needs to be done (some of those things are perhaps not improving the game much). For example alliances. We spent lots of programming time on alliances. Did they make the game better, yes for some. Did they really really make the game awesome? No. But the majority voted for them. Thats why you buy early access games - because you want alliances and get them. (Now is the perfect time to go rate the game if you have not done so). Or maybe it feels slow because you are a top class fast and clean code programmer who wants to join our team? Delayed patches There are no delayed patches because we never promise any dates. We indicate that we want to deliver a content patch once a month, but we have not signed to any schedule. Everything we promised for this game was listed on Steam Greenlight page and is already over-delivered. Check this out. This is what we promised and delivered. https://steamcommunity.com/sharedfiles/filedetails/?id=259130636. Store page reflects it as well. There are no empty promises of some magical potential. The only lacking thing is the interface. We over-exceeded the promises and are already sailing in the blue ocean of potential driven partially by the community. Whatever we do now with the game under guidance of the community is extra content, surprise content that was never promised before.. Overall. Steam recommends players to buy early access games based on what they are now and ignore any potential (remember that your brain always draws the perfect game in your mind). If you like what the game is now - buy it and enjoy what it has now. Ignore any potential, as it might never happen, But if it will you will be surprised and happy.
    80 points
  8. Dear Captains. It is an important announcement. As promised last Autumn - we are bringing significant changes to your vessels that will streamline and improve the experience removing a lot of pain points from ship fitting and crafting. It will also solve the problem of ships being less expensive than some upgrades. Here is what will happen. Ships Ships lose their quality levels - as it was deemed redundant All Ships become have 1 durabilty as it should have been from the start All captured/crafted ships are grey You accumulate experience level sailing that particular vessel By sailing that vessel you unlock better options for that vessel class. If you lose that vessel in battle you still have that experience and can use those unlocked better options in the future. Example - after a lot of months at sea in the surprise your surprise will surprise any fresh leda captain, if you lose that surprise you still know how to sail it well. You don't need to search or worry for rare upgrades anymore (if you have them) Upgrades Upgrades/refits are no longer craftable. Upgrades/refits lose the quality level and no longer can be lost. Upgrades/refits finally have size requirements. (large pumps can only be installed on large ships) Upgrades/refits can be received in the admiralty and/or as loot items Upgrades/refits are basically turned into ship skills Example: If you have Spanish Silk Sail and a Naked angel figurehead - you won't ever lose them if you lost your ship Crafting Regional bonuses turn into refit items/blueprints Shipyards will be brought back Example: You can buy bermuda refit in bermuda, bring it to shipyards in Port Royal and refit your ship there These changes will make all existing ships obsolete and impossible to use due to database structure changes. As a result all ships and upgrades will be removed/deleted from the game ETA - Estimated time - within 30 days but not less than 2 weeks from this announcement. Changes will be rolled out to testbed first All current crafted or captured ships will be removed from the game All Upgrades will be removed from the game All Permanent upgrades will be removed from the game Ship blueprints will not change significantly so you can and are encouraged to stockpile resources and materials for ship crafting after the wipe. Apologies for all the inconvenience caused.
    78 points
  9. 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. 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). In the future we add the following 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-labs.net/index.php?/topic/10386-production-buildings-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. Gameplay tuning Ship curves and turning adjusted to more historical levels (right now a lot of heavy vessels have excellent performance close hauled which is causing problems) PvP rewards for kills/assists – we will start granting additional monetary rewards for kills and assists in PVP. Current state of things is unsatisfactory for the pvp player: if you pvp solo or in a small group you are usually without money and cannot afford ships. BR changes for vessels Shorter entry timers for missions/events/ow battles to provide more control for solo/small group players. Combat tuning We want to increase importance of positional damage - raking and reduce importance of broadside damage slightly. Captains should tank with a broadside not with a stern/bow. This will be achieved by the following. Significantly increased cannon damage from raking fire Lower rudder HP Increased broadside planking and class for all vessels Mast/Sail repair on long cooldowns Demasting became a dominant strategy and does not give many options for the person on the receiving end. We know that many will say it is a wrong choice – but giving the player the option to recover masts in battle at least to a certain extent will bring more variability to battles. Our proposal is this: Bring back cool downs for hull repairs and mast repairs: Cool downs should only work when the player is on the exit timer – if you are out of combat. If enemy does not pursue you in battle actively you can disengage away wait for 10-20 mins and get another repair chance. Captains who participated in the previous repair discussions actively can bring back their ideas into the discussions here. Cannon fire improvements. We want to give more penetrating power to all cannons at very close range, reducing it for some cannon types at longer ranges. After artillery rework last year some cannons became too weak or too strong, and we want to increase the tactical benefits of range control. Planking imbalances on lower level vessels. We want to compact the planking integrity on unrated vessels bringing them closer to each other. This will increase variability and improve ship choices for shallow water combat. The difference in hp and survivability between a Navy brig-sloop and a privateer should not be as strong as it is now (almost 2.5x). Discuss...
    76 points
  10. Yet another map which uses the in-game map and live data: na-map. I hope this map is useful and I am happy to receive any feedback (bugs, feature requests). Source on github. Changelog
    74 points
  11. Hello Captains! We have achieved a lot last year: new ships, new missions, trading improvements, thousands of bugs fixed and finally launch of the game. 2019 was better than 2018. Naval Action has been placed into a Steam's Best of 2019 Hall of Fame by Valve and was named one of the best releases from Early Access (by revenue) This could only happen because of you Captains! Thank You. We wont let you down. Of course some grumpy landlubbers will still complain it was all alts, but who cares . Please ask those "alts", really ask them to get us on the steam top sellers list in 2020 again. Here are the plans for the next 1st Half of 2020. Please propose things that you consider critical that fill the new content rules described below or edit your old posts and link them there. Under way Transferred from 2019 2H. New player mission New player experience is finishing its development. This mission will rework the starting couple of hours for all new players and will show some of the best features from the start (including large line fights in heavy ships) as it was happening in the early sea trials. New ships Redoutable - Imported ship (this month subject to Valve Approval) Implacable - crafted ship (this month) Wrecker - crafted ship (February) HMS Victory Classic Edition - Admiralty Imported Gift ship 1st half of 2020 Rotterdam - Combat Indiaman 1st half of 2020 Gross ventre refit will return this or next month Pandora will become available on Steam for purchase Low cost edition Low cost edition is long overdue and will be developed and shipped in 2020. It bring a lot of new faces into the game and will increase gameplay quality for all owners. Upgrades, Combat model, damage and penetrations tuning New upgrades (crafted and looted) Cannon, upgrades Battle sails and wind curve rebalance Hull leeway which will make looting much easier New rewards for main battle activities PVP Leaderboard rewards Better patrol rewards Solo patrol rewards improved Port battle missions with rewards On skills and progression and rules for new content (promised in 2h of 2019) We have cancelled work on changes in progression, current skill book rework, and perks for the following reason Changing anything players already have causes immense negativity as it is taking something away from them. Features made for new players can feel that they are done at the expense of old players, who feel they are unfair to the existing community (people who supported the game before), So even if the new progression is amazing it could feel like a robbery for old players even if it is better. Thus... We will only add new content if it fulfills the following rules It must solve a specific problem of the majority or reduce negative outcome for the majority. It must be beneficial for both new and old players It must not take anything away that players worked hard to get. One example for a skill tree that fulfills the above mentioned rules could be a Bravery Skill Tree Bravery skill tree gives benefits and bonuses to crew when fighting outnumbered Bravery skill tree levels up when fighting outnumbered These two things reduce negativity for the majority as everyone is ganked from time to time and everyone would love to get higher chance to sink someone in those situations On new content Overall we feel like our hands are tied with the current content. Even positive changes like the PVP 20 Min balancer was very hated, really hated by many initially. Now - many months later it is universally accepted by most pvp players. Its not perfect, not the best but a lot better than anything we had before. Such changes cause a state of uneasiness and beta feel and should not happen when the game is already released. As a result our focus will only be on to following priorities New ships New missions, events, rewards, and activities Quality of life improvements Removal of toxicity from community communication Some improvements in AI On moderation Moderation systems in game will need to change drastically to promote friendly community. Current system of in game chat moderation is slow and inadequate. Developer's assigned moderators were causing claims of bias and negativity. As a result moderation will probably move to the community. Moderation could be done by voted player representatives who will moderate their nation in all chats (help, nation and global) clan leaders and officers who will be able to moderate their clan members in all chats reports on players will come to player representatives and clan leaders by mail clan leaders will receive some motivation for taking action on the reports on their members The systems are going to be worked on this year. meanwhile please use report and ignore for people whose style you do not like On AI One important area neglected for a very long time will be Artificial Intelligence. The NPC Ships will learn new tricks and skills Will position better for broadsides Will learn to chase and escape better (useful for player fleets and auto-escapes during disconnects) Will choose targets better and focus fire better Will sail better closer to land And some other improvements like better operation as a group AI improvements become possible as Game Labs as a company continues work on Ultimate Admiral: Age of Sail strategy game, and this year will also start work on a new single player focused game with first person view from deck - Sea Legends - about smugglers and privateers in the Mediterranean and North sea. This research will be shared and will greatly benefit the improvements of quality of PVE combat in Naval Action. Overall - we have a great 2020 ahead of us. If you want something added to the plan feel free to do it in comments. Please stay on topic when discussing issues. Remember that all feature proposals and changes proposals must fit the 3 point framework It must solve a specific problem of the majority or reduce negative outcome for the majority. It must be beneficial for both new and old players It must not take anything away that players worked hard to get.
    74 points
  12. Hello Captains. We would like to share with you important dates regarding the release of the game. Since beginning of the year we were focused on the infrastructure and servers. All the feature work will continue after early access launches. Release plans 1. We are planning to stop the servers for the preparation for the release on Sunday morning 17th January. They should have been stopped earlier but we wanted to give a chance for a last pre-wipe "Trafalgar event" 2. Servers will be down from 17th until 19th of January for preparing the release databases. All character data will be deleted and wiped. This will be the last XP (rank) reset and in the future your XP will be saved and safe. There might be drops or increases in rank if the testing shows that xp will have to be rebalanced, but your earned XP will always stay. 3. All current owners of the game will be able to start playing before Steam early access opens. Head start date is set on 19th of January. Everyone will receive several exceptional vessels for participating in the testing of the game. To receive the exceptional vessels you must login and create a character during head start. Only created characters will receive ships. 4. There will be a long maintenance on the night between 20 and 21 January. 5. Release date is 21 January. The release date depends on the time it takes for Valve to approve the release. It usually is done in under 3 days but sometimes can take longer. It will all depend on Valve now. Short version 1. 17th Jan - Servers stopping 2. 18th Jan - Data wipe 3. 19th Jan - Head start 4. 20th Jan - Long maintenance (approx 9pm CET till 9am CET next day) 5. 21st Jan - Several exceptional ships given to all captains who logged in from 19-21 6. 21st Jan - Release (tentative on valve timing) Of course we know that most plans don't survive when the meet reality. We do not discount the possibility that something might change. The riskiest date is the release date itself. If Valve is slow the date will be moved forward.
    73 points
  13. Dear Captains. We would like to express eternal gratitude for helping us make Naval Action happen. We dreamed about recreating beautiful age of sail battles as they should be since we were small kids. Thank you for supporting us during early days and for your continued support going forward! We won't let you down! ps. Steam page is open now. Feel free to add the reviews - we need them! http://store.steampowered.com/app/311310
    73 points
  14. Captains! We wish you amazing holidays, health wealth and happiness in 2018! This holiday gifts will include Holiday edition Rare 24lb Edinorog Gun 30x Holiday edition Kiritimati Masts- permanent upgrade Rare Ship Paint Gifts will be provided next week and will be tied to the Steam account. All new players will also receive them. Special upgrade giveaway will stop on 2nd of Jan. Happy Holidays Everyone
    70 points
  15. Hello Captains This is an advance warning on the turbulent 1-2 months ahead of us. In the next patch we will introduce significant changes to trading, damage model, mission distribution, port importance to clans, and ROE. As we are getting closer and closer to the release candidate the game will require several wipes (acc resets) during this pre-release preparation in areas most affected by the changes. First wipe will happen next week (from 4th to 8th March) The following things will be completely reset/wiped in the first wipe Victory marks: all victory marks will be removed, spend them on ships Ship permits: all ship permits will be removed, spend them on ships Reals: all reals above 50,000 will be removed Crafting resources: All crafting resources will be removed (like iron ore, oak etc.) Trading resources – all trading resources will be removed (like Sevilla Muskets) All contracts will be wiped Tutorial rewards will most likely be reset: you will be able to pass the tutorial and get the rewards again What remains unaffected All seaworthy assets: ships, cannons, upgrades, books, or unopened chests will NOT be affected or removed. All investments in buildings, dock space and warehousing upgrades or outposts will NOT be affected or removed Ship crafting XP and Combat XP will NOT be affected. The main goal of the wipe is to test the new economy, trading and updated resource prices and labor hours (lh for crafting ships will be lowered). Additional pre-release resets/wipes if needed will be announced in the future in news on Steam and on game forums. We understand that it causes a lot of inconvenience to a lot of you. We arranging with valve to add the Early Access bonus ship Pandora to all early access buyers as Free DLC that will be redeemable once every 24 hours. It will take time but will definitely happen in March.
    68 points
  16. This was a test. And we do take exploits seriously. Captains in question could have just asked french not to come - they could have shoot some forts and get rewards. Which is normal for undefended port battles Instead they persuaded french captains to suffer through humiliation of sinking in front of the world without cannons live on stream. They also tried to ask the same from the Spanish. In addition to that captains on stream decided to show the world by live streaming that rules don't concern them. And have not shown any attempt to reconcile in this topic. As a result French captains who sank with no guns suffered enough humiliation by bending over to the enemy sinking in front of the world - will lose one rank French captain STC88 Le chat duc who came to the battle armed and stroke colors to avoid humiliation will be rewarded Pirates will be punished as well. The mildest punishment will be done to Christendom for his attempt to repair and reconcile. The rest of pirates participants in the battle have been demoted to thiefs for exploiting and streaming their exploit to the world. Conquest marks are going to be removed from game for rework and replaced by PVP marks. Topic can be closed now.
    67 points
  17. Here is the link: https://drive.google.com/file/d/1N3cG9B0zWicZCrkvqvOON1ihhdiN5OlO/view?usp=share_link Revision 00, first issued December 22nd, 2019 Revision 01, Updated Feb 04th, 2020 Revision 02, Updated Feb 28th, 2020 Revision 03, Updated Apr 18th, 2020. Revision 04, Updated Jun 26th, 2020. Revision 05, Updated Nov 18th, 2020. Revison 06, Updated Sept 30th, 2021 Revison 07, Updated Dec 07th, 2021 Revision 08, Updated March 05th, 2023 Thank you for reviewing and help updating and correcting!
    66 points
  18. Regarding recent preliminary announcement. Based on the community feedback and the analysis of player data and numbers. PvE server will not be closed down. We guarantee that it will exist for at least 18-24 months after official release. and will revisit this promise then. In addition to that we have not mentioned it before - but we are developing additional PVE content and new types of missions for PVE players. AI will be worked on after release and will provide more challenge in the future. official release means the estimated release date in this case.
    66 points
  19. I am Dimitriy Dyachenko, I create sound for Naval Action. Here is the latest results of experiment with improved battle sound and voice commands, I hope you'll like it:
    66 points
  20. These notes contain some very emotional and explosive changes. While we understand some players may be angry or upset by them, please remain respectful and constructive in your replies or your post will be hidden and a warning may be issued. This is a feedback thread, please keep your responses to constructive feedback. Thank you - H. Darby Hello Captains Here is the information on forthcoming testbed patch and future patches The goal of next couple patches is to bring more players to the open world. At least 2 will be deployed before wipe. The rest will follow after. We will be gradually changing features that hide players from the open world. Most game mechanics from now on will have to motivate players to sail out and do something on the Open world map. We also will change some areas that were causing pains for players (and potentially introduce new pain areas accidentally - but this will be fixed if we made a mistake). First test bed patch (estimated time to deliver end of next week) Removal of current upgrade system and ship quality level We were not satisfied with the fact that upgrades were worth more than ships themselves. Most upgrades will be removed from the game and transferred to individual ship knowledge, with bonuses that will depend on individual ships and/or class. Sailing a ship and getting kills will add to XP on that ship that will unlock knowledge slots over time (currently all ships have 5 slots). All crafted ships will only have wood type and trim (designed by crafter). Every ship will have 3 permanent upgrades which will allow installation of bow figures and regional refits (crafteable permanent upgrade) Repairs changes Repair kits for fleets will be gone and replaced by another system. Standard ship repairs will be removed and replaced by another system. Port repairs remain (and will remain the cheapest way to fix your ship) Players will have to stock hull repairs (working title) and rig repairs (working title) to be able to repair. Every use of repair for hull will consume planks, every use of repair for sails/rig will consume rig repairs. Players will be able to decide which materials to stock for their gameplay style. Going to port battles you might need more hull repairs. For open world hunting more sail repairs might be necessary. OW and instance repair amounts will be equal. If you repair in the open world you can also use your fleet cargo to do so. You will be able to pick up repair materials from captured enemies. Or surrendered ships. Hold management in instances added, hold management for fleets is revamped. You will now be able to interact with the hold in instances between your fleet ships and your captured ships as said before you will be able to pick up enemy repairs and hold without taking the ship, because of this feature This is a complex feature but it can bring exciting new opportunities in battles especially if you are a good player Ability to pick up enemy hold from captured ships opens up new opportunities to change the flow of the battle We are currently researching the ability to interact with the hold of sinking ships as well (if you are close and the ship is still above water) Preliminary crafting overhaul Regional trims removed and transferred to permanent upgrades (crafteable) you will be able to craft a ship anywhere and install a refit in any port (refit can only be crafted in the regional port that has that mastery). For example Nassau boarders refit only be produced in Nassau RNG on blueprints removed. Most ships can now be received by 2 methods Unlock automatically on level - majority of vessels Admiralty rewards - freely available for pve/pvp or conquest marks (minority of vessels) Regular upgrade slots turn into ship dependent knowledge levels (allowing access to skills) Certain vessels blueprints will change and will require permits For example Lineships will require a special permit to manufacture Permits will be available from the admiralty for marks Admiralty store will be populated with more things to buy. Certain things will be removed from the admiralty Technical issues ship state system in instances overhauled to the release state, due to ability to change ship (and hold) multiple times within one instance. Old system was too rigid and partially used systems from the old sea trials and was holding us back Regarding next patches After this patch hits it will take some time to prepare the infrastructure for the wipe and map reset Next patch will focus on new missions revamp (+ some potential changes to hostility) and will be deployed during wipe. If not we will deploy it right after the asset reset. We still expect to be able to do the asset reset by end of April. more information will follow but those are main features that will be deployed to testbed next patch. additional information on the patch In the spirit of the goal - more people to the open world the following additional changes will be deployed. Resources transport from FT to FT - will be disabled (might return for a battle related consumable e.g. 25 pve marks or 2 pvp marks) Ship transport from FT to FT - will be disabled (might return for a battle related consumable eg. 25 pve marks or 2pvp marks) Port missions will provide farming options only for the first 1-3 levels. Small battles and all other sorts of lobby events will be removed PVE challenges will be temporarily disabled (will be a foundation for tutorials in the future) NPCs will provide ships for players to buy in almost all ports (but unlike old system they will be 2-3x more expensive than crafted ones). Captured NPC ships will be mostly useless and will not be a source of income (through ship or cannon sales) Update 2 on communication with enemies global chat will be removed Communication with enemies will be removed as well (both in the OW and instances) Toxicity in national chats will be worked on as before (based on reports)
    66 points
  21. 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 don’t 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) 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). 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) 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) 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 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 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) New planking trims added to game. Redundant trims removed New wood types added to game 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) 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. 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.
    65 points
  22. Hello Captains We would like to share the development plans for the second half of 2019 Content updates will be provided with less frequency as they will require more testing due to live status of the game. content update 1: Treacherous waters - Traditional update with 2-3 patches Raids on ports NPC Aggression (both in the world and in RVR) Massive Painter DLC and looted Paint Chest update. - done Final localization update including additions of some approved community translation to game client - partially done Wind patches in OW Fun pvp/pve items (Loki and Ship Logs) ROE update for patrols - done content update 2: Unfinished business (continuous updates) Combat model update and improvements (including proper battle sails mechanics) - in progress More variety in upgrades, loot and books - in progress content update 3: Welcome to the Caribbean - Seasonal update New player experience mission and improvements - in progress content update 4: Chatham Chest - Seasonal update New progression system (including for crew) Veteran ranks Perk system revamp and improvements Update to knowledge and book systems Update 18 Dec Low cost limited content edition (a-la wow lvl 20 trial) - Moved out from content update (ETA Unknown) Content update 2 and 3 will be combined into one. Ship plan (sequence) Redoutable Implacable Wrecker HMS Victory Classic Rotterdam combat Indiaman
    63 points
  23. Player saddam will be banned from game for 2 weeks with full reset of his in game progress. Other players are still under investigation New group type will be created Port battle fleet allowing 25 members Port battle fleet if attacks or if attacked will be pulled into battle in its entirety (if in the pulling circle) and will ignore other ships of your nation in the pulling circle All other ships will have to enter using reinforcements. This will remove the ability for your nation members to interfere with your port battle fleet and if you fleet is full you have 100% guarantee of unwanted ships getting into the battle or splitting your fleet.
    63 points
  24. Hello Сaptains We wanted to share the plans for the next content patches with you. The list may change and is not final. Content patch: June (Deployed 6/29/16) Crew hire - deployed Fleets will be brought back with improvements - deployed Ship capture will be back for all vessels except for lineships - deployed Fishing - deployed Basic early implementation of officers - deployed Provisions/New trading resources/Several new production buildings - deployed Double shot/double charge - deployed Content patch: July (Deployed 7/28/16) Finalization of crew and officers - Testing of land in port battles - in internal testing Finalization of accel and deceleration for vessels - deployed Content patch: August (Deployed 8/17/16) First iteration of War & Peace: Alliances - deployed Ship paint schemes - deployed New server based event - deployed Test bed for testing new features - in internal testing Content patch: October (Deployed 10/2016) War & Peace/Nations continued - deployed New Port battles organization - (land in battles will be deployed first through raids and might get delayed or given out in test bed) - deployed Trading and Crafting changes - deployed Delivery Quests and XP for resources delivery (trading xp) - deployed Integrated Trader Tools - deployed Rookie Zones - deployed Improved ROE (two circles mechanics) - deployed Updated penetration for some cannons - deployed Content patch: November - December (deployed mid Dec) Raids and port battles with land delayed to 2017 Tournaments and Weekend pvp and pve events - deployed without tournaments Trading and crafting tuning - improvements of October patch changes based on feedback - deployed Finalization of War & Peace (tuning of new conquest mechanics) - delayed to 2017 Bugfixes and other general polish - deployed French Hermione - replaced by Wapen von Hamburg Potential tuning of sailing (leeway, wind strength, fixes of legacy debt with staysails and other elements) - delayed indefinitely Potential for raking improvements (delayed with no ETA) AI improvements and new missions (delayed due to other priorities) Potential USA PVP 2 merge - STILL under consideration Support patch: January (Work in Progress) Critical bug fixes Cross servers instancing implementation (to optimize servers) Content tuning - in progress UI functionality improvements - under way in parallel Content patch: February (Work in Progress) Backlog Potential blueprints system rework (will be done before the release with total wipe) Finalization of ship crafting (delayed until content wipe 3d HOMM/Mordheim style boarding prototype (under development since october) UI visuals improvements Localization preparations Pacific coast opens (potentially removed) Leaderboards and PVP rewards - delayed Preparation for the release Discuss and propose changes if you feel something was forgotten EDIT Don't forget that Captain Babble keeps track of all ideas for the large scale roadmap (which might be included in NA or for multiple reasons can be implemented in Naval action 2 http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/ if you like some of the things he is tracking (based on player suggestions) please let him know in comments
    63 points
  25. Hello Captains War server (pvp) will be stopped tomorrow - Tuesday 11th of June somewhere after maintenance for the installation of the release patch and pre-release testing (additional infrastructure and instances added to support the release) Peace server (pve) will continue normally until the launch. Launch window is set for Thursday 13th of June to Friday 14th of June (but if we are able to test everything properly we might release on wednesday evening (kiev time). Other events that happened on the 13-14th of June Edict of Milan Munich was founded Battle of Naseby Raid on Medway Declaration of California republic Creation of the United states continental army Star and stripes flag adopted First Oxford Regatta Battle of Villers Bocage First monkey rides a V-2 rocket into space Some famous people were born on the 13-14th of June: including Skarsgard, Alzheimer, Che Guevara and Donald Trump Summary Launch between 13th or 14th War Server - will be down from 11th until 13th or 14th of June Peace Server - will be down on 13th of June for long maintenance
    61 points
  26. Captains Patch will be deployed within a week Here is what you can expect Combat Tutorial Updated combat tutorial has been deployed. All tutorials have been improved and updated based on feedback Final Exam added 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) Patrols Frigate ONLY patrols added to the rotation Clan logs added Money log – showing money and pvp/combat/victory mark deposits and withdrawals Resource log – showing everything else Reinforcement update 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. Chain shot are now limited by 2 shots per gun. This will not require a perk or acquisition of ammo. Chain damage greatly increased. Chain damage drop from distance increased. OW enemy indications updated. Ship rank indication removed, players will have to rely on the visual recognition. 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. Player will now see the special message on the client if this happens; 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 Contraband goods Madagascar Jewels Spanish gold coins French Gold Livres 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
    61 points
  27. Hello Captains Here is the brief description for the content patch that will come in October. We are going to be testing multiple things in the patch. Rookie regions Bahamas will become a rookie region. More information here http://forum.game-labs.net/index.php?/topic/16431-rookie-regions-new-player-experience/ Map will change Some free towns will move, some will be replaced, some will disappear. The map will be split into regions. More information here: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/ And here: http://forum.game-labs.net/index.php?/topic/16423-free-town-changes-important/ Delivery orders 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. Trading and resources Pricing systems will be upgraded, new goods introduced, new NPC demand will be created for some crafted materials. Weights, prices, stacks and volumes will change. New buildings for new resources will be allowed. 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. Ship Crafting Quality of the ship will increase certain stats of the ships. New resources will be required to craft exceptional ships Crafting ships in some regions will give them regional bonuses. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses. Upgrades Role of upgrades will be reduces, importance of ship qualities will be increased. Contracts will be allowed for upgrades Upgrades can be broken down for parts Some regular upgrades will become permanent Perks Some perks will be rebalanced. Perks giving drastic advantages will be adjusted (for example pump inventor).ROE We will be testing several options in ROE. This might upset some users but it have to be done before release (will be impossible after). Open world battles: 2 circles system will be added. 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. Hostility missions: Battle will be opened all the time. Invisibility timer might be added on battle exit to allow some breathing space against revenge ganking 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 until 25v25 is reached. 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 Port battles and conquest Port battles (instance) will not change as forts took too much time. Port battle set up system will change significantly. Port battles will automatically arrange 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 will 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). If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). 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. Alliances will receive their final 3 week length. Port and coastline defenses Large forts and towers will be added around ports. The number will depend on the island and coast line size. Forts will fire at enemies of the state and can provide good protection for traders and small groups. Two new ships will be added Endymion Indefatigable Both ships basic hulls were made by Ragnar Hairy Trousers (community member) and adapted by Game Labs artists. With these two ships we will test 1 durability viability. As a result these ships will only be added to NPCs fleets and will have to be found on the OW. A lot of other minor changes, improvements and additions like surrender during boarding, crew colliders standardization, and lots of fixed bugs. Active testing stage will start this week and if everything is ok patch will be deployed within 10-15 days. Will edit if we forgot to add anything. Feel free to remind us as well. Discuss. Edit: update 19/10 More infos about october patch: - Alliances will start fresh - The number of activated PBs (Port Battles) will be limited to 2 offensive PBs per nation at a time - Flipping a port (reaching the maximum hostility level) will take approximately 1-2 days (the hostitily rates will be adjusted during testing) - It will be possible to build production buildings in ally ports - It will be possible to defend an ally region on the open sea - Some regional capitals will have 1st rate PBs, some 4th rate PBs, some others shallow PBs - on this map you can see the PB type (big star = 1st rates, small star = 4th rates, small star & blue circle = shallow vessels) http://imgur.com/a/R2JGz List of PB types:
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  28. Hello Captains Due to long server problems on PvP EU One all players across servers will receive a gift ship today (by evening) as a one time redeemable. Ship that will be provided - Bucentaure 2nd rate ship of the line. ps pills should be sweeter
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  29. Hello Сaptains! We will abandon the 5 color grades for upgrades and ships. Fine (blue), Mastercraft (purple), Common (green) are not used and thus are useless. Nobody makes them and nobody buys them. As a result of testing the final ship quality and shipbuilding system will look like this. Captured - captured (grey) will be assigned to all ships captured (except for ships captured from player fleets) Сrafted (yellow) - ships built by players Special - events, rewards, tournament vessels, or maybe extremely rare and hard to craft (months of effort required) Instead of quality (who would try to make a bad ship) players will select things they want they their ship to have sacrificing other elements if they want to improve one of the characteristics Definitely will be done For example if a shipbuilder wants to increase speed it will increase ship cost AND will have to sacrifice the hull quality If they want to have additional slots for upgrades they will have to sacrifice space or increase weight If you take more crew you might need to reduce hold Cannons and ammo and powder supply will affect cargo hold and will reduce ship performance if you overgun it Under consideration If you want to take 200 shots per gun instead of normal supply to battle you might need to sacrifice some space (this will solve cases of light ships unloading 10000 rounds in a battle into a first rate) You can determine the number of repair kits you can take for the vessel and affect the weight. Unstable designs - add to much sails (to increase speed) your ship might capsize in some cases Other experimental ideas like 1 durability ships and other changes Same treatment will be applied to upgrades. Once this system is coded in all old ships and some upgrades will become unusable due to database changes and will have to be removed from the game. discuss Update to answer some of the questions raised in the topic: Regional bonuses will remain and NPC ships as well will have them too Regions and map will not change thus your repositioning to new areas will remain valid ETA for the changes is somewhere between end december - end january. We will first add land in port battles and some other previously promised things. Wood types will remain and will affect ships stats, what will change is how the ship general stats and upgrade slots and other elements are determined during crafting, giving more options to a crafter to build the ship just for him (or for his buyers) The current proposal is a proposal and might change based on what is found during the design stage.
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  30. We have been working in parallel to update boarding to its final version. The boarding could be a turn based game based on scaled units representing ship crews. First experiments show that even basic positional unit based game is 10x better than button commands because it gives a lot more tactical variety and allows for a lot more interesting gameplay. The multiplayer prototype currently runs as a separate application and our current goal is to find an efficient method to integrate it into the main game within the battle instance.
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  31. Content plans for 1H of 2017 We will keep it short and only focus on new features or important points Admiralty Certain activities will provide marks of victory, honor, conquest that you will be able to convert to exclusive content or buy other activities. Hostility system will get dropped and port battles will be arranged by purchasing them in the admiralty (simliar to the old assault flag system but without exploitation). Lord protectors might return to provide some clarity for port battle timers. Mission changes We believe the game was actually better before missions existed. As a result missions might turn into dailies. Hopefully we have enough time to tie them to admiralty orders and admiralty related organizations which will provide their own missions. Raids Raids will be implemented. Pirate mechanics reversals Pirates will be able to attack each other again. We found the way to eliminate exploits in levelling or hiding. Implementation of rookie zones and later admiralty events now allows us to do it. Pirates attacking pirates will create a unique FFA instanced battle. We are not sure yet if we want to split pirates into two groups The Pirate Republic of Nassau under black flag acting as nation and Outlaws – real pirates under red flag of Moody with no Capital. Smugglers might get disabled. Initial goal of smugglers was to provide risky trading with enemy nations, but exploit fixes made this feature something else. Officers Officers will be removed and will perks will moved to the Captain him/herself. Officers might return in the future in a more traditional role and implementation. We are also considering a reset/retire option for veterans who will be able to retire, and start a-fresh continuing a dynasty. NPC changes Bots will change and will start changing from January. Privateers will be added to the OW attacking players and traders in enemy waters. Elite NPC captains will also sail around and join battles from time to time (like before release) User Interface changes Self-explanatory Localization into main European and Asian languages Self-explanatory Final player ship voting event - previous voting can be found in the shipyard. American ship pack Kickstarter event. We constantly receive requests to improve USS Constitution to the level of new ships like Endymion. Constitution was the second ship we built in NA. To make it happen we will arrange a Kickstarter to fund this project. The Kickstarter will also contain additional US based ships on stretch goals. If this event is successful we will set up such events for other underrepresented national vessels too. Content tuning, fixes, improvements of current features Community relations heads up In 2016 we have been very active on the forums, responded to you multiple times a day, participated in the discussions, argued with you and sometimes fought with you. We found that our openness/directness started to be used against us, sometimes because of us. We will be doing some changes in the way we talk and discuss things with the community. 2 Half of 2016 development list is here Once we get more clarity on the estimated time to code everything in we might provide the list split into monthly patch plans.
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  32. Some work in progress stuff. Tortuga promo art. Open World HMS Pickle and USS Rattlesnake La Renomme HMS Bellona 74gun Lynx's Privateer Refit Ingermanland 64gun Update:
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  33. Captains. Here is the update on the development plans for the next months. Port UI optimization will be deployed in 1-2 weeks the annoying redraw for all icons will significantly improve. Battle UI will be refreshed and updated within next couple of months. Some information on enemy actions will be removed from boarding to discourage last click action. Flags DLC Flags DLC will be introduced within next couple of days (from today 29th November) based on when Valve approves the page Localization Game code was fully prepared for the localization Localization (translation) will start next week. Once it finishes it will feature the following languages German Chinese French Spanish Russian Korean Japanese Localization file will also feature custom language for the community translations into other languages. Players can change the custom file themselves or download community files New player operations Welcome to the Caribbean operation for the new players Replaced with player tips PVP/PVE missions We have decided against lobby based content as a result all PVP tournaments and challenges will happen in the open world New challenges will be introduced Solo patrols Group events PVP hunt missions will be added Conquest missions Ports will give out capture missions for nearby ports or counties Economic sabotage and financing local resistance might get added too. Trading and economic PVP Trading will be improved and pricing will be affected by distance from source. Goods local for Trinidad island will be extremely valuable in the Bermudas or Charleston. and vice versa. Cities will produce more goods if supplied by basic resources from local county cities e.g. Brining grain or maize to a certain county capital will help it to spawn more white oak or copper e.g. Bringing combat reports to capitals will eventually bring more graduates from europe to serve as gunnery officers Every area (county, island) will feature unique goods only present in this region. Players will be able to maximize profit by hauling goods away from these regions. Trading and crafting missions Delivery missions Crafting missions (for guns, repairs, ships) Postal services Passenger transport Port development (new feature) Resource investments Shipbuilding bonuses Fortifications Additional PVE combat improvements AI improvements for NPCs Elite NPCs Bot routes in the open world will improve NPC chasing abilities improvements + NPC aggression in the open world (when AI is confident it can catch and the target and give it some action). Captains will have to plan the movement around clusters of enemy ships (players or non players). National NPCs will also try to support weaker side in uneven battles if they are around.
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  34. Hello captains. Here is a small update on the development plans for the next 6 months. Dates are not final and might move around August: While we are are still working on the UI patch - we will deliver 1-2 balancing patches in august based on feedback on ship combat performance, (especially performance of the imported vessels vs alternatives) Ship rebalance (specifically focused on the underperforming ship) We might also add a new vessel in August. September Patch UI patch needs a lot more time due to the complexity of the Port UI rework and some additional content we have to deploy. The patch will contain Economy rebalance and partial resource wipe Port UI update Flags update (ability to change main battle flag will be added) Mission Content New port dependent mission system OW Hunt missions Traditional Destroy missions but with multiple variations of difficulty and rewards One new challenge Kill challenge 7 types: 1 for each class Current fleet missions will be removed, all missions will turn into fleet missions if more players join - and AI will send more ships as well. Patrol missions will remain in game, but rewards will be adjusted based on the economy patch October - November UI polish and fixes based on feedback Small AI improvements Economy missions crafting missions for ships and items delivery missions Additional combat missions and conquest missions National hunts PVP missions Operations Welcome to the Caribbean - mandatory operation for new players unlocking 3 more tutorial operations Trials by fire - operation giving the combat oriented player clear objectives Columbus - operation helping the player to establish bases around the area Nervos Belli - operation helping the player to get around basic crafting Conquest operations E.G. Operation Isla Pinos giving large gold coin rewards for capture of the whole island. New Events and Challenges PvP duels Conquest mission rework. Frontlines might get back (but not in form of flags but in form of port dependent hostility and conquest missions, which will only give hostility missions to nearby towns) Start of localization work Localization system will provide players with option to replace language files by the file of his choice giving the option for the community to help localize the game into additional languages. November - December? Localization continued Additional work on the content improvements
    57 points
  35. Remember, this is not a tutorial, but just a little compilation of the forum threads to help you make your 1st steps in the game. This topic was initially written for Sea Trials, so may contain some obsolete info, links or screenshots. I will resume working on this post soon... Before you make your order... - Create a Steam account if you don't have one already. Install Steam on your PC. The game is only available through it. - It wouldn't hurt to make sure your video card fully supports DirectX 11. Check it on your card's manufacturer site. Briefly – it should be higher then NVIDIA 400 or AMD 5000. A tip from Prater: Just because dxdiag says you have directx11 doesn't mean your card supports it. Dx11 can be installed on Windows even though the video card doesn't support it, so instead of checking dxdiag you need to check the manufacture specs on your card. This is mostly an issue with older cards, especially integrated chips (mostly concerns laptops). If you have an integrated chip, here is a list of Intel chips. Basically, in this list anything in the 7th generation should work with Naval Action. Those before the 7th will NOT and there is nothing that can be done about it except get a new computer or if you have a desktop computer get a video card. A list of AMD chips is here. You can also take a look at this forum thread. Purchase: The game is available on Steam. And register on the forum if you haven't already Installation and activation: Please see this thread for the detailed instructions. Login: Currently you can login only with your Steam account, but you can give name to your character and choose nationality. You can have only 1 character per Steam account. If you cannot login (getting Error message), please check here first. Welcome to the game! And there you are, at the capital of your nation. There is a chat screen on your low left corner. It has many cool options. Note the tags Global, your nation (Neutral on this screenshot) and Help. Mouse click there and type if you need an advice or just want to say hi to the world Click + if you're missing some tabs. You can also have a private chat with your friends, but first you need to find and add them to your friend-list. Then right-click on your friend's name in the list to see the options as shown below. Also if you right click on any player's name you'll see a menu which gives you a bunch of options. For example, use Copy if someone posted a web link you need. Note that Trade works only if you and your partner are at the same town. On the "town" menu, you can also buy or sell ships, equipment and other stuff, check your progress (xp), buy repair kits, upgrade your ship with various modules, install new cannons, move stuff from Hold to Warehouse, hire NPC to sail with you (for low rank players only), take missions (quests) etc. "Outpost" button lets you buy a slot and then open an outpost, which gives you a warehouse and 5 "docks" (slots) for ships. At the very beginning you only have an outpost at your capital. You can buy new outposts at other towns. Keep in mind that every outpost will be more expensive then the previous one you've bought. Right now you can also teleport to any one of your outposts, but it has 4 hours cooldown. Teleporting to outposts is possible from town (not at sea) and only for the character (no ship). Teleporting to the capital works from the sea and in that case includes your ship too. Note that cannons have Class and Caliber, those numbers on your equipment screen stand for Class. For example, [7-9] means you can install either long or medium cannons of class 9, 8 or 7, the caliber doesn't matter. Numbers after / are for carronades' class ([7-8] on my screenshot). Remember, you can buy any ship if you have enough money, but if your rank is too low - you will not be able to hire full crew. Less people you have - more time you need to reload cannons, turn yards etc. Here is the thread about ranks. And another one. (to be continued) Sailing: Ready? Hit Sail and you will see your ship in the open world. Now you're free to do anything you want. Look at the map (or hit M ingame) and travel, trade, find other players and go PvP, chase some NPC and fight (click on the ship to see what nation ant type she is. Currently you're ok to attack ships of any nation besides your own. And if you see that red line "Contraband goods found", you're ok to attack even NPC of your nation). If you attack any other ship of your nation you'll become a pirate (currently no way to "undo" it, so beware). All nations are at war right now, so you can only use ports of your own nation and neutrals. Use W, A, S, D to control your ship's speed and direction. To see your stats and to use repair at sea, click the stats button in your top left corner (it looks like 3 horizontal bars). Hit REPAIR and the game will use your repair kits if you have any and if you ship needs to be repaired. You can always buy more repair kits at any town. Missions: Currently the only "quest" you can do is "search and destroy". Click "missions" at any town, and you will be able to chose from the list. You can accept up to 3 missions at once (from the same town or different ones, it doesn't matter). Missions will give you some extra money and XP, on top of what you would earn from the regular battle vs NPC. Hit M to open your map and see your missions location (crossed swords symbol). Now you have to sail and found it at the sea. Sometimes it can be confusing if several symbols are close to each other. Yours will be slightly higher in the air. And if you click on it you would see "Admiralty Order. Event is too far" or this tab as you sail close enough: Battle sailing and chat: Chat window is in your low-left corner. First hit Enter, then type, then press Enter again to send. Hit Enter and then Tab if you need to switch from Team chat (blue) to All (white) and back. To see the main chat window (your national, clan etc) - hold CTRL and then click on the tiny "menu" symbol on the right of "Enter text..." frame. You can also see your speed here (it was 9.3 knots for me when I took this screenshot) and some stats of your ship. To change your speed use W and S, note how "Full" and 100% changes to "Half" and 50% and so on. Also you can hit B for "battle sails". T controls staysails. In case it doesn't work correctly, hit W or S to reset them. The other way to handle your speed and turning is to turn your yards manually. Hold Q or E for forward mast, Z or C for rear mast(s) and see how it all works. A and D turn your ship's rudder. Double tap A or D for permanent left of right rudder setting, tap once the opposite way from locked left or right and it will centre again. Hold A or D down to turn rudder temporarily. Let go and it will center again. F will turn on the Skipper Auto mode (will turn your yards to keep maximum speed for your ship... which is not what you always need ) Shooting: There are different shots that are used by your cannons (1,2,3 keys to pick). Balls are used to punch holes in a ship’s hull and to shoot down masts. Chain is for tearing holes in sails to slow down your enemy. Grape is effective against crew. In the middle of your screen you will see your cannons' status. Let's take a look. Right now I have 2 cannons loaded with balls on "back" of my ship and 9 on the right. My left cannons are still loading and cannot shoot yet. To enter aiming mode, right click when looking in the direction you want to fire. To fire - space-bar for a single ranging shot, or left mouse button to fire a whole broadside. To fire only one deck you can lock others by hitting F1, F2, F3, F4 (when in aiming mode). Another way is to fire "as is", without aiming mode - that would be [ and ] Note that you have 3 different fire modes controlled by V - random, rolling front and rolling back. Also R allows you to "lock sector". K is for mortar "mode" on Mortar Brig. SHIFT pulls up the scope. You can zoom in using mouse wheel. Remember, even if you loose the battle you receive experience points, based on your shooting. Damage and Repair: Here is the diagram located in the top left corner of your screen: 4 bars show your ships armor. If you look carefully you will see that they are surrounded by an outline of a ship, facing right. As you can see, my ship has badly damaged stern (a bar disappeared there) and took some other damage. Numbers indicate how many leaks I have above and below the waterline on each side. Red 1 below the line means 1 leak under the waterline. Also my pump is somewhat damaged (it is yellow. Red means "broken"). That means I'd better use repair (first you need to buy them at the town). Press 5 and select which part needs to be repaired. Also there is a Survival mode (8) used to pump out water from ship's hull (see your low-left corner), repair leaks and extinguish fire. Keep in mind that Survival mode slows down your other tasks (Gunnery mode (7) makes reloading faster, Sailing mode (6) adds a bit to your ship's speed and maneuverability). Here is the detailed explanation of how the crew "mods" work. Boarding: Let's capture that ship! Hit "9" and get your crew ready (note that it slows down your cannons reloading and other tasks). Read this BOARDING GUIDE for detailed explanation. Remember, both ships need to slow down (5kn or less). Look for "boarding possible" indicator and hit G. If you win, you can hit X and take command of the ship. No matter if you did it or did not hit X, when you leave the battle you'll need to choose what to do with your new ship (right click on it) - take command, send to your outpost or sink (admiralty doesn't work yet). If you send it to your outpost, you'll be able to sell it later when you arrive to that town. If you see some loot - drag it to your Hold. Crafting: Each player has "labor hours" which are used to craft materials (and ships). You receive 41 labor hours per real hour (984 lh per 24 real hours). It doesn't matter if you're online or offline. Maximal amount of your lh is 1000 + (20 x your craft level). You receive "crafting XP" when you craft materials and ships, and gradually level up, which allows you to build better quality (basic- common-fine-mastercraft-exceptional) or higher ranked ships and modules. Higher quality ships have more slots for modules, but the final amount of them varies and does NOT depend on a crafter (random). Also the crafter cannot choose the 2nd trim of the ship (currently speed or stiffness), it's a random too: Here is the explanation about trims and wood. To craft ships you first need to build a shipyard at a town where you already have an outpost (and upgrade the shipyard to lvl 2 or 3 for higher ranked ships). Also you need blueprints. At the beginning you have blueprints for Lynx and Traders Lynx. Other blueprints can be obtained when you craft ships or break them up (small chance). Some blueprints will be given to you automatically as you level up. You can buy blueprints from other players, but you need to be at a certain craft level to build a ship (lvl 13 for a basic snow, but lvl 15 for a fine snow for example). Here is the crafting path. You can also find it here. Note that the 2nd link provides a great tool for crafting calculation (many thanks to the author!) Currently top crafting level is 50. Clans: Currently you can create a clan, but it only gives you a tag and a "clan" chat window. More functionality will be added later. The clan leader can promote his clanmates to "Officers". Clan leader and officers are able to accept new members. Graphics, Sound, Controls and Social settings: Hit Esc and choose "options": Note that transparent sails option is a very helpful one for larger ships (for shooting from the deck). A tip from Samba_liten: if the water graphics freak out on you, simply change the graphics setting to low for water and you will be able to play. HERE IS A FULL KEYBOARD CONTROLS MAP thanks, Destraex! That's basically it. Set your sails and enjoy. Don't forget to report ingame or on the forum if you see any bug. Search the forum for some sailing video guides, here are some to start with:
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  36. Forgot to mention (thanks oldcrankyman for reminder) We thought for a very long time of a system that will allow us to identify alts who are exploiting hostility mechanics Some systems involved counting surrenders and limiting surrenders after a certain limit, other systems were based on damage vs kills vs kills in other ares. Many ideas were discussed but they all affected normal players in one or another way.. After careful deliberations we did not want to limit gameplay of normal players (because all systems and limitations will limit normal people in some or another way). So we have decided to just ban the bastards. So the new rule starting now is. For the period of testing until release using alts to generating hostility is a bannable offence. Report a person who is an alt or was an alt Report a port that he was helping to get hostility on His account will be investigated and if he is found to be exploiting the mechanics he will get banned from the game until release. His most active trading partner accounts will also be investigated and might be cleared from assets if they are his only trading partners. Report the alts to any mods (especially Ink) and here in the tribunal. Identify potential time of the abuse, name, nation, region name. If you have screenshots it will speed up the things. Clarification. By abuse we mean directly generating hostility for the enemy by means of sinking or surrendering. Other methods of abuse could also happen and will be reviewed separately Economic warfare and spying by alts is allowed. Remember that lose lips can lose ships.
    55 points
  37. TLDR? If you have any questions add me on steam or ask bellow DOWNLOAD LINK:DROPBOX LINK TO PDF HERE A nice resource produced by Thomas Cochrane (formerly slipperlycnut) of the crew/gun/poundage characteristics of all the ships available in Sea Trails at the moment: http://imgur.com/Q88T3fz It should be noted that the poundage I recommend using is the highest poundage available in long guns.
    55 points
  38. Hello Captains. Here is the development roadmap for the next 3-6 months for your consideration. Significant milestones Move to Unity 5 (complex task with unknown ETA) Current version of unity does not allow us to add more content due to several limitations of memory and the engine. We cannot add new ships because of 32bit application (thats why a lot of ships were removed from game engine to just allow us to patch the game after the introduction of the new sounds. Move to Unity 5 might also increase FPS across the board due to improvements to the engine in general. Port UI complete rework - self explaining. Open world UI improvements - once 1-2 is done Battle UI improvements - once 1-2 is done Localization into first batch of languages - once 2-3-4 is done spanish french russian german simplified Chinese During these milestones the development will slow down and there will be less patches and hot fixes. Especially during the Unity 5 transfer. Once transfer is made it will be provided to testbed for testing. Tunings Finalization of conquest and conquest rewards Additional PVE content (missions, raids other improvements) Finalization of PVP Rules of Engagement and PVP rewards If you think something must be done asap and added to the tuning list please provide list of 3 changes most critical to you or to those who you play with. Example how it might look like Add speed increase during invisibility timer Remove conquest marks and replace them with additional labor hours per day Bring back pvp rewards and pvp exclusive content and increase pvp financial rewards by 50%
    54 points
  39. Hey Guys! This guide list's all the crafting recipe's ingame. (No longer excluding ships, if a mod could change the Threads title to "Crafting Recipe's" i'd appreciate it very much!). Sorry for the delay, i was eager to grind in NA and so i never got around to correct the mistakes i had made nor update the sheet with new recipe's. That said i have finally corrected all the mistakes mentioned here in this thread. There might still be some errors in some of the recipe's and a few of the recipe's are missing XP gained and Labour Hours needed. If you guys spot anything out of order or you have any of the missing information please post it here in this thread. BIG NEWS, well, not really but i needed your attention. I have changed the format and the setup of the "Shipyard". This new setup is much easier to update and is also printable! The way the new setup works is that the sheet is now linked to the "Shipyard" title in the OP. You simply click the title ("Shipyard") and this will take you to a published version of the sheet. This published version is simply a "website" version of my sheet. When you are in the "website" version you simply right click and choose "print" to print the sheet. (It worked for me but please do tell if this isn't working properly). Now i'd like to say thank you, you guys have all been very helpful already but i'd like to ask for another favor. - Please check out the new setup and format of the "Shipyard", those of you who asked for printable version please try to print it and see what you think. - When you have done that i'd appreciate it so very much if you could give me some feedback on it. It doesn't have to be the big things, things such as the Colours i use or the way things are spelled/written matters just as much. I want this to be easy to use for everyone, not just those of us who likes looking at spreadsheets. Cheers. Tommy Shelby. NB, also updated the "To-do-list", "Latest update" and "Question". To-Do-List. 1. Get feedback on the new format/setup of the shipyard. 2. Depending on feedback i'll have to update the rest of the guide to the same format/setup. Latest update: Shipyard Updated: - All recipe's up to Trincomalee have been added. - All recipe's should now have the correct information. - Changed the format slightly. - XP Gained added. - XP/ Labour hour ratio added. Question: How do you guys like the new setup/format of the "Shipyard"? If the feedback is positive i will change the rest of this guide into the same setup/format. Known Bugs: - N/A General. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1038192424&single=true Woodworks. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=2107358793&single=true Casting. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=271434967&single=true Weaving. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1814978985&single=true Modules. Level 0 (Basic) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=339170703&single=true Level 1 (Common) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1466238706&single=true Level 2 (Fine) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=821410286&single=true Level 3 (Mastercraft) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1116223217&single=true Level 4 (Exceptional) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1407717923&single=true Shipyard. (Click To Enter). - Quality Level 1 = Basic - Quality Level 2 = Common - Quality Level 3 = Fine - Quality Level 4 = Mastercraft - Quality Level 5 = Exceptional - Link for sharing the published "Shipyard": https://docs.google.com/spreadsheets/d/13NWyP4-pXmwMLcwdDHJdFY49qK196SkBlnoJ4ZJFVOw/pubhtml?gid=0&single=true
    54 points
  40. Moderators please help us clear off topic if it happens The cost of crew Everyone remembers that the cost to build HMS Victory (and refit it several times) did not exceed 150,000 pounds over the whole career. The size of the fleet in 1800 was around 1000-1200 ships (in various states from ready for action to being built) Total expenses of the British Navy only in 1800 were 19 mln british pounds. 90% of this cost were salaries and provisions - not ships Current ships are cheap and easy to get for 2 reasons Crew does not get paid Crew does not die Officers don't take the share of your prize (in reality officers and crew took a lot away leaving captain only with a share - especially if he was a pirate) We want to fix it. Proposal is actually simple Changes to crew Crew is a limited resource in ports (cannot be crafted). Crew has to be hired in ports or impressed from enemies by means of boarding Crew is provided in certain number per day (a-la labor hours) Crew hire cost includes lifetime salary and insurance You lose crew when you lose the ship (all durabilities) You lose crew completely even if did not lose durabilities if you explode You don't lose crew if you surrender (maybe - not sure) Losing 25 santisimas will lose your nation 25000 sailors Whole british navy staff in 1812 was 140,000 sailors Crew is attached to Captain (like officers) not to ships. You don't need to move crew from ship to ship. It transfers with you - the rest stay (wait) in barracks. Boarding players will be more important - (impress from enemies). Some ports will generate more crew per day and will become valuable targets in port conquest. Crew regeneration increases if you port does not change hands (does not fall to enemy nations). Protecting ports will become more important (crew reservers) More populated nations will have less crew per player (total crew pool of 250,000 for 1000 players) Less populated nation will naturally have more crew per player (total crew pool 100,000 for 100 players) Discuss and propose changes/improvements/alternatives
    53 points
  41. Captains We have investigated the damage farming accusation data and here are the results PvP 1/PvP3 9 Captains will lose all XP and gold they have accumulated. These captains have not done ANYTHING except farming reaching 100k 150k damage per kill+assist. Such damage is impossible and exceeds even the highest averages. They have not reported anything to us and will have to be demoted. Approximately 12 Captains are on watch list. They have not exceeded the average server numbers and participated a lot in other activities. We will continue watching them closely. PvP 2 USA This server had no exploiters who abused the system to the extreme. Even if someone did shoot at friendly ships here and there it did not go outside of the server average and did not provide gains that could not be achieved by playing normally. Remember it is early access and finding loopholes and exploits takes time. If you are interested in making the game better - please report exploits. They will be fixed.
    51 points
  42. Hello Admirals, After the last major update which we hope you enjoy it, we started to work on the next major features. We can now share a confirmed list of the next very important new features, which you also have asked many times from us. -=Upcoming v1.06 Changelog (Work in Progress)=- CONTINUOUS CAMPAIGN The campaign can now be started at the selected year with no immediate wars happening and will continue until 1950 or until one of the following circumstances are satisfied: Low naval prestige: Player is replaced by the current government. Revolution and naval prestige is not high: Player is replaced by the new government. Total Nation Defeat: 50% or more of the Home Provinces are lost. The AI players will also lose with the same rules and their nations can be obliterated from the map if the home provinces are conquered by another nation. During peacetime, the following new mechanics are introduced: Random events: Events in which you must take a decision that will affect relations with other nations and other aspects of gameplay. This is a work in progress functionality that will expand further. Tension: Tension will be produced mainly between nations with bad relations that have a stronger fleet than necessary in common waters. Tension affects bilateral relations and can slowly bring nations to war. Alliances: If two nations have good relations up to +99, then special events can trigger alliance agreements. Nations in an alliance fight their enemies together as it happens in the update v1.05. War: If two nations have bad relations up to -99 then special events can trigger a war between them. Other nations will immediately pick a side according to what were their previous relations and modify relations accordingly. This large modification of relations can immediately trigger new alliances and force other nations to enter the war. Negotiations for Peace: When eventually a peace agreement is signed and war reparations are shared for the victors, money, ships and provinces are transferred accordingly to the nations (previously the game just ended). While there is no land conquering mechanic yet, the province exchange via war reparations will be somewhat exaggerated. Economic Cycles: During prolonged wars the GDP will suffer greatly and the economic growth accordingly. After the war it will need much time to recover financially, especially if you were defeated and lost provinces. MAJOR NEW FEATURES A detailed Citadel functionality, new gun mechanics and Dud Torpedoes enrich the realism factors of the game. New detailed Citadel: The damage model becomes upgraded with a far more detailed armoring system. The way you layout out your guns and funnels will affect the length of the citadel (the armored box covered by the main belt and deck) and you will be able to view it in the ship preview during the design process. So it will be now fully realistic to create Nelson type ships which save weight due to the shortening of the armored citadel. Moreover, the hull weight and strength in each section will be dependent from the way you choose to layout your main guns as well as the center of its mass. For example, the sections in the middle will be significantly stronger and more resistant against damage than the lighter sections at the edges of the ship. Finally, you will be able to add an extra multi-layered armor in the citadel and choose independently its values according to the components enabled "All or Nothing", "Turtleback" etc. Furthermore, the new calculations for the hull will affect everything about the ship stability and weight allocations. For example, you can enlarge the citadel to reduce the pitch/roll, because by adding weight in the central parts of the ship will significantly increase its stability (Currently this effect is not so strong, because all sections were weighted equally, so adding big guns on the ship would always increase pitch/roll with no way to reduce other than bringing guns closer to the center). New Special Gun Calibers: A new design panel will allow you to edit the diameter and length of the gun barrels which will affect the gun statistics and their actual size on the ship. So, for example, you will be able to have calibers such as 13.5 inch for your guns before you research the next bigger 14 inch caliber. The variations of designs now will become extremely enriched, as each ship will look different also on the gun scales. The different guns on diameter and length-caliber will also vary according to the 3D model used for them. Guns of different nations that are large or have a shorter barrel than others of the same caliber and technology, will not be identical as now, but will have different stats accordingly. Dud Torpedoes: Torpedoes will not be as successful as now but will detonate and damage ships according to their angle of impact and their technology. You may have torpedoes to not explode on impact or explode prematurely with new visual effects. Torpedoes can also deviate from course (extremely rarely in more than 90 degrees). NEW HULLS & GUNS (WIP) Up to now we can confirm the addition of the Danton-class battleship for the French Navy along with new French guns and other hull variants for France and other nations. More hulls will be added. New models you will find now in the current beta are: - New late tech 8-inch and 9-inch guns for Japan - New late tech 2-inch and 3-inch guns for USA, Britain, Spain, China - New generic Mark 3 Torpedo Tubes for all nations. OTHER IMPROVEMENTS Improved ship motion at sea: Pitch/Roll and overall ship movement characteristics are updated to support the new hull weight adjustments. Ships will interact with waves more realistically, as a result. Improved shell ballistics & mechanics: Following the new gun mechanics, the aiming/targeting/shell dispersion will be improved and will have extensive variability according to the virtually countless combinations of the different gun settings. When guns fully aim they will characteristically speed up their firing rate to destroy the target quicker. Over penetration mechanics improvement: Overpenetration will now be depended further from the angle of impact, increasing the chance of striking full penetrations when firing through the bow of a ship. Moreover, overpenetration damage will be dependent greatly from the angle of the ship, significantly damaging the hull if a shell passes through the bow and along the length of the ship. Torpedo tubes create special detonations: When Torpedo Tubes become hit and destroyed they can cause a special detonation, simulating the damage caused by the destroyed torpedoes (which are removed from ammo). New Ship Components: “Advanced Electrical Turrets”, “Advanced Electro-Hydraulic Turrets”, and “Advanced Gun Reload System” are now included in the available list of ship components. Many Ship weight/cost balances: Following up the new Citadel and Gun mechanics, the weight and cost of ship assets have been adjusted accordingly. New weapon stats visible in the UI: In weapon stats you can now review the weapon’s rotation speed in deg/sec and what is the exact weight of ammo per turret. Colored weapon availability: During battle, by hovering the mouse on a weapon type all the respective weapons become highlighted and colored according to their status. “Green” is fully operational, “Yellow” is seriously damaged, “Red” is destroyed or out of ammo. Previously you could just view the weapons highlighted yellow with no information if they were working or not. Further Auto-Design improvements: AI will design ships even better following the logic of the new mechanics for Citadel and Guns. Further Battle AI improvements: Battle AI will operate overall in a more effective way vs the player. Further Division logic improvements: There should be less errors in division auto-management. Fixed Window Mode: You can now safely Alt+Tab or play in “Window Mode” and the game will continue to play, it will not be paused. Beam/Draught Custom Edit: You can now type the needed values for Beam/Draught. BUG FIXES Fixed bug that made HE penetration to be dependent from the penetration of AP shells. AP and HE shells penetration will now correctly work independently according to the chosen AP and HE shell types. Fixed various campaign bugs. Many more will be added, which we will share as soon as we arrive closer to the release of the next update. Thank you for reading! The Game - Labs Team ===== *UPDATE 27/5/2022* Hello all, This week we have been fixing many bugs so that we can provide the first beta in a playable state for you. The campaign state should be fixed tomorrow, we will try to repair its current issues, so you can start playing it, and we will fix the rest during the beta process. Tomorrow we will inform you what will be possible. Thank you very much for your patience.
    50 points
  43. Please only talk about port battles and port battle mechanics. Port capture Port conquest will be slowed down. 7 day cool downs will be implemented for port captures - if you captured a port its yours for 7 days (maybe should be longer) Losing or capturing a port should be a national effort. Losing or capturing a port should be a big event Instantly available port battles should be avoided to give defenders time to prepare: thus port battles should be announced 1-2 days in advance. This can be done either by just announcing port as a attack target (can be false) or by raiding. Raiding the port opens it for the attack. During the raid you don't capture the port but steal some goods from it and maybe weaken its defenses - destroy forts. Raids can be done any time. Time zone problem remains unsolved and is managed by the timers. But because there are no instantly available port battles everyone can prepare a defense or attack for the required time. Time for attack becomes shorter. Timer is set once and can only be changed if you just captured the port. Port battles Battle circle of death will be removed Towers will be removed from the goal BR difference will be removed from the goal 3 capture zones will be added to port battles to win the port battle you have to do one of the following destroy enemy fleet completely capture 2 of the 3 capture zones if attacker only controls 1 capture zone defenders will win the battle Zones won't be close to each other so attacker must split the fleet bringing more tactical depth For the defender they have to also control 2 zones so they also have to split the fleet Forts will provide defence - but might be giving points for victory Because of land some ports will become uncapturable if defenders come Initially all forts will be automatically placed. Eventually defenders will build them in ports Victory points are determined by the following Losing ships loses points based on the BR of the vessel Killing ships gives points based on the BR of the vessel Controlling zones gives points Zone can be captured by any ship If enemy ship is present in the zone capture stops and the enemy must be destroyed first The zone will be 1 -1.5 km in diameter to disable trolling and line hugging Wars This is just an idea for the discussion. If the suggestions will be simple and easy to implement we will code them in. If it will be deemed too confusing we will keep the old - constant war mechanics. Wars must be declared. Wars cost money Wars have limited time. You can only capture ports during war War can be won once the nation reaches certain number of the war effort points War gives rewards in form of ships, ranks, xp etc. War effort points are gained by 1. PVP against the war target 2. Port battles 3. Raids 4. Building and supplying front line or raided cities (repairing infrastructure) 5. PVP missions 6. PVE missions in war zones This gives everyone the opportunity to influence the war and decide on its result Ports are lost ONLY if the war is won. Once war ends peace agreement is automatically signed for some time and ports change hands based on the war effort difference. Before that ports remain contested and available for both nations. content and changed will be added to this post as edits once good ideas start coming in the comments.
    50 points
  44. Hello folks, Thought we needed some more fun stuff and I spend a lot of time sailing places. So here it is. This newsletter will mainly be focusing on the Dutch perspective of Naval Action. I'd be more than happy to include more in the next issue if you send me info/stories/gossip etc... Trying to remain like the BBC in my reporting as it were. This link will take you to a viewable pdf of the very first Willemstad Gazette! https://docdro.id/LZEVaeT 2nd issue of the Willemstad Gazette available now. https://docdro.id/osnot6U 3rd issue of the Willemstad Gazette available now. https://docdro.id/izVaZEp 4th issue of the Willemstad Gazette now available. https://docdro.id/avfqcnK https://pdfhost.io/v/blrKcV5E_Gazette4finalpdf.pdf 5th issue now available. https://docdro.id/y0dmKDg https://pdfhost.io/v/hu8cULxB_Gazette5finalpdf.pdf 6th issue now available https://pdfhost.io/v/Tq1dwQ4F_Gazette6finalpdf.pdf 7th issue now available https://pdfhost.io/v/oOK~yNoX_Gazette7pdf.pdf Issue 8 now available https://pdfhost.io/v/pYCAApcs_Gazette8finalpdf.pdf 9th issue now available https://pdfhost.io/v/RvAaJIif_Gazette9finalpdf.pdf 10th issue now available! https://pdfhost.io/v/9e0hwAGpW_Gazette10finalpdf.pdf
    49 points
  45. Captains Here is the final information on the player accounts on the launch of the game. Estimated launch week - 10-14th June War server: Full reset: Everyone starts fresh from clean slate. Only clan lists will remain intact. Tutorial progress will be reset Peace server Partial reset: XP, Crafting XP, Knoweldge slots and knowledge books will remain Everything else will be wiped, and tutorial progress will be reset. Compensation ships for latest server problems will be added on launch as a timed redeem Names are going to be kept on both servers. You will start the game with a character you had before launch, on war server he/she will have nothing, on peace server he/she will have xp, crafting xp, slots and books. Clan affiliation will remain as it was before the launch.
    49 points
  46. Captains. Admiralty wishes you wealth, health and happiness in the 2020. Please accept the following traditional christmas gifts in the redeemables Kiritimati Masts made from the strongest trees found in the famous Christmas (Kiritimati) island visited on 24th December 1777 by the now infamous Captain Cook. Edinorog guns that will make your opponents fear your ship. Elite Christmas gift – Danish 2nd rate Christian. Redeemables must be claimed before 10th of January 2020.
    48 points
  47. Captains Large update will be deployed within a week (optimistic) or two. New exciting feature on port investments is going to be introduced into the game. Industry development Clans will be able to invest resources to open up new production in ports creating resource bases providing easy access to materials from one spot. Numbers on the screen are for demonstration purposes only and will of course change Clans will be able to determine who can invest and use these facilities; because they control the land Shipbuilding development Clans will be able to invest resources to improve ships built in the region in the following categories Gunnery Hull Sailing Survival Rig and Masts This feature will be available to all national captains, who build ships in this port, because knowledge on shipbuilding is not land based and other people will be able to work with specialists trained in the city. Forts and defenses. Clans will be able to build defenses for their ports In the first iteration positions of forts will remain the same as in the current game (some positions will be adapted to change placement of useless towers or forts into locations that will help defending the city) Defenses destroyed during port battles will have to be rebuilt again (depending on % of their damage) Base map will be without forts and towers. Overall balance Every type of investment will require points and having limited points per port, clans will have to pick things they want to specialize their city in. Some cities (chokepoints or front line towns) will only have forts, some will become resource bases and some will become shipbuilding cities. This balance will be supported by the changes how hostility missions are given. Hostility mission and conquest flow changes. Mission availability Hostility missions will only be available from National Capitals and County Capitals and Free towns. Hostility missions will only be available for the 2 nearest Enemy or Neutral County Capitals. Hostility missions for regional towns will only be available from the County Capital of that region (example below). County capital of the region will allow taking hostility missions for ANY regional port of that county. Conquest flow To capture a regional town you first will have to capture a County Capital of that region To do so you need to own a County capital near to that region. (as hostility missions will be distance based) Then you will be able to capture other regional towns in that County, building resource infrastructure or ship building bases in the region, and defenses in the county capital. Example To conquer Arecibo Regional town in Puerto Rico if you are Swedish working from Gustavia You first have to conquer County Capital in Virgin Islands Then you can take a mission from Virgin Islands county capital for San Juan and conquer it Then from San Juan you can take missions for regional towns in San Juan county Alternatively you can of course sink player ships or NPC ships around Arecibo and gain hostility directly. Frontlines Because missions are only available for the 2 nearest Enemy or Neutral ports natural front lines will emerge This means you can create choke points and invest in defenses in some cities (mostly county capitals) to lock access to enemies further into your shorelines. Some areas will become constant source as nations trying to move to some regions will have to fight for the key points of the map Hard nations with no capitals will have to plan their operations from free towns capturing nearby regions to expand. Open world hostility generation will remain - you will still be able to generate hostility on the port by sinking players or npc in that port area. All this features will require a full map wipe. PS other issues regarding forts To the concerns raised by @Anolytic in this topic Fort guns will undergo the following changes (some changes have already started) 1) HP buffs (some already done) 2) Points for forts were reduced as they granted easy points for attackers 3) Guns will be buffed - they will become more dangerous. 4) Some positions for forts and towers will change (at least where it is possible) so we do not have useless towers or forts in port battles Overall forts will become an expensive but very powerful allowing players to set up defensible chokepoints on frontlines. …………….. Again will repeat. All this features will require a map wipe More information will be added to this post based on your questions in this thread.
    48 points
  48. Hi Captains We are almost finished with the port UI and plan to deploy it soon. Here is some information on the mission system that will be updated over next 2-3 patches (probably starting with the port UI patch) Operations Operations is a set of objectives that must be fulfilled to receive a big reward Every player will have to start with the Welcome to the Caribbean operation that will unlock subsequent events and missions Conquest operations will be introduced giving nations specific timed goals (asking to capture a region, a city or an island) Combat missions More variety will be added to combat missions. Unnecessary mission ranks will be removed OW hunt missions will be added Some missions will require you to sail a specific ship looking for a specific target Some missions will require you to find a specific good in the holds of the enemies. Economy missions Delivery missions will return Ship crafting and cannon crafting missions will be added Port Agent system We will start with 3 agents per port Missions will depend on port size and maybe taxes Player can exhaust all tasks in the port and will have to move to a new one Challenges will return in the improved form First challenge will be an OW hunt weekly challenge Tournaments We will start with the duel tournament based on Naval Action Legends Duel Event Next patch you can definitely expect an improved variety of combat missions, combat challenges and a weekend duel tournament could also get in. As usual we are showing the preview from the new port UI - Here is a login screen draft Improved speed and quality of development can definitely be attributed to @sterner who is now helping to oversee the production before release.
    48 points
  49. Hi all! After leaving my feedback regarding the Ship Designer - in my opinion the most interesting and unique selling proposition of the game - in multiple threads I decided to write up a summary of what I would like to see. The whole thing is aiming to improve flexibility and create more interesting (and less repetitive 😞 ) Designs! As a Start I would expand on what we can do on the Hull! These steps are marked as H1 to H11: H1. Hull Selection Fewer hulls needed as the hull itself becomes part of the design process. Example: tumblehome, pre-dreadnought, dreadnought, fast battleship. Each hull comes with a tonnage restriction (eg. something like 20.000 - 50.000 t for dreadnoughts, 30.000 - 100.000 t for fast BBs, etc.). H2. Tonnage Slider As today but instead of simply lengthening the hull it would make the hull bigger in the whole (lenght, beam and draft) -> scale in all dimensions instead of just lengthening H3. Lenght-to-Beam Slider Change the hull form within the tonnage. Has impact on seakeeping, speed, turning, accelaration, stability, etc. H4. Freeboard Slider (UPDATED) Has an influence on stability, buoyoncy and target size (hit propbability of the enemy). Alternatively a simple high / medium / low option as proposed by @Cpt.Hissy . For me it is important that this is represented in 3d meaning a „low“ freeboard ship would sit deep in the water. H5. Speed Slider Desired top speed as today. Determines needed power output. H6. Selection Bow-Section The bow has influence on seakeeping, speed, stability, etc. and is visually represented in the 3d model. - Ram pronounced - dreadnought bow - straight bow - slight positive - pronounced positive / clipper bow H7. Selection Stern-Section The stern has influence on seakeeping, speed, stability, etc. and is visually represented in the 3d model. - cruiser - round - transom H8. Selection Flush deck or step? (UPDATED) Possibility to add: - Forecastle - step - or flush deck As @Cpt.Hissy mentioned, maybe there are better ways to achieve that. But in general iT would be good to shape generally the form, and decide if you want a step in the deck, a forecastle or just a flush deck. H9. Selection Propulsion As today (triple expansion, turbines, diesel, etc.). H10. Place machinery Spaces Machinery space volume required based on all above criteria is calculated and represented as a couple of slices of the hull which can be moved fore / aft to be placed within the ship. These could be split up or placed next to each other, eg. in the center. Machinery spaces will not allow centreline primary guns over them. I would suggest to allow "side" primary gun turrets over machinery space though. Funnels can only be placed over machinery spaces. There should be a couple of seperate sections of these to be placed, eg. three. Machinery Space Section marked yellow (red means no placement of primary guns at the very ends of the ship). H11. The osther selection boxes could mostly remain as they are in my opinion. However - I don't like the "Bulkheads" Slider at all! It is simply a matter of "the-more-the-merrier" thing. I would replace it with some selection box potentially like the one for double bottom. General remark to the Armor: I am one of the few who don't mind the armnor settings through thickness on certain parst. However there is currently an issue how the program determines "main belt" - it is the center three sections of the ship regardless of what's inside. I would propose a dynamic "main belt" calculation based on the first main gun or main gun barbette and the last one and including all the machinery spaces. Once the hull is defined we can come to the modules which are currently added in the center section in the lower part of the designer. To give the player the possibility to create much more diverse designs the current modules are split up into more granular categories - named M1 to M7: M1. Casemate Deck (UPDATED) Possibility to add an additional deck below the actual superstructure. As mentioned by @Cpt.Hissy a few predefined models would most likely suffice here. It would be great though if the length of the deck could be changed to create longer or shorter ones and if Barbettes could „snap“ into the very ends of the deck (same for the step in the deck btw). M2. Bridge Module Lower half of the current "main tower" module. This module includes basic fire control, damage control, spotting, etc. values M3. Mast Module On top of the bridge we would put a mast which provides different bonuses to the bridge base values - Spotting top (mostly spotting bonusses) - Tripod Mast (spotting and long range accuracy) - Pole mast (spotting and long range accuracy) - plus some more modern masts, such as the thick Bismarck mast, the Dunkerque mast, etc. as stylish elements (spotting and long range accuracy) M4. Rear Tower Module Mostly like today but it must be easier to combine them with other modules, eg. smaller modules M5. Funnel Module (UPDATED) We certainly need more funnely, bigger funnels and so on! But most importantly I want to place funnels ANYWHERE over the machinery spaces and on the superstructure and casemate deck over machinery spaces. And we need these thick trunked funnels and such 🙂 Edit: after thinking about it again and reading the comments I think every machinery section should have their own funnels. So the program should allow for placing funnels anywhere over the machinery spaces. Funnels should „cut“ through casemate decks and bridge structures if possible — with some exceptions like the coming tower part. M6. Main Guns and Barbettes With all of the above it become easy: you can place main guns and mnain gun barbettes ANYWHERE on the ship - safe bow and stern and machinery spaces for centerline armament. I would propose to allow side mounted main guns over machinery spaces to simulate that they sit to the side of the engines, boilers and such. Plus: make it so barbettes are represented in the correct size in the 3d model which should be relatively simple to do as the program knows the turret ring size - as proposed by @SonicB M7. Secondary guns and Barbettes Secondary Guns should be able to be places ANYWHERE safe the very bow and stern section. It would be awesome if placing such guns could "CUT" into the casemate deck if placed there. No idea how difficult that would be to do. AI Designs: we discussed multiple times that the AI needs support to avoid these "Clown Car" Designs - well for them just put a couple of hardpoints and presets in the background - but leave the players the freedom! Thanks all for reading and hope you like it!
    47 points
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