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Showing content with the highest reputation since 01/28/2018 in all areas

  1. 108 points
    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.
  2. 84 points
    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.
  3. 84 points
    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
  4. 69 points
    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.
  5. 62 points
    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
  6. 61 points
    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
  7. 59 points
    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.
  8. 58 points
    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
  9. 57 points
    Despite multiple topics about it in this forum, not enough of us realises just how bad the current crafting and currency situation is in the game. Because ships have not been wiped, and because most clans are now indifferent to RvR, the enormous hurdles now placed on crafting almost any ships is hidden. But REDS has been recruiting new players, as well as old and returning players, in recent times. Players who in both cases do not have tons of ships stored. And while we are able to cover their need of ships from our storage, it gives us a glimpse at just how expensive it now is to produce even frigates. Because of permits. And woods. If DLCs are reportedly such a boost to PvP on the server because they are fast and easy to bring and to replace, why is the opposite principle now seemingly applied to all crafting of ships? Why does surprise need an extremely expensive permit, and why does the Niagara need one that only drops randomly from chests? Because Russia still organises infrequent RvR in order to get good screening- and possible PB-fights, and because almost exclusively I am the one who initiates and organises this, I get another insight into the destructive nature of the current permit situation. One of the guiding principles I use when planning Port Battles is avoiding the use of DLC-ships in my setups. @Captain Reverse, does the same, but I do not know his specific reasons for choosing to do so except to demonstrate that it is possible. My reason, however, is that while most players in my clan and that I play with, have some or all of the DLCs, I firmly believe that the game should be playable even without DLCs, and that buying them should be an individual decision and not something that myself or my clan should push on players by making it impossible for them to participate when they do not have DLCs. By using DLC-ships in my setups, I would ensure that anyone who does not own DLCs knows that there is that much fewer places in the Port Battles where there might be room for them. The huge problem that has arisen for every one of the last few port battles, is that with the changes to permits, choices are severely limited. The Surprise is a good alternative to Hercules in both Deep and Shallow port battles. But with the price for the Surprise Permit, if I did not craft them and hand them out myself, most players would not be able to afford the ship for the port battle, let alone have a Surprise that they could grind to open up slots on it. Worse, by far in this regard, is the Le Requin. It is a difficult ship to begin with, to replace, being so specialised to kite and contest circles. In the past there was two non-DLC counters to Le Requin in RvR. But the Prince de Neufchatel and the Niagara now have permits that are ONLY obtainable through random drops from chests. This means that only the most hardcore PvE-players are likely to have disposable permits for the ship to use in RvR, let alone for getting the slots and experience needed to use the Niagara or Prince effectively. This means that we are left with the only option of using DLC-ships. Even the Pandora will be a ship used in port battles that any players who joined the game after release will not be able to bring. And these are the smallest ships. The ships needing the least crew. The only roles which new recruits can be put into to participate with the rest of us, except they cannot, because they may not have bought the DLCs yet and they have no Niagara to use. DLCs in all Port Battles might work for hardcore clans, who recruit only hardcore players, and whose players all have the DLCs. But for those clans who try to expand this game, to bring up, train, and introduce more players to the endgame content, it is not sustainable, when the first thing new players always learn is that if they do not buy DLCs they cannot participate. This is not just «Pay2Win». This is blocking off basic aspects of this game behind a paywall. Without changes being done to permits, so that all non-DLC ships are available to all of us to choose from, and easily replaceable and craftable, for RvR. RvR will be DLC-only and normal players coming after release, who are not like the hardcore powergamers that have stuck with us throughout the ups and downs of development, will not be able to play and enjoy this otherwise great game. This is not just about DLCs, and not just about Niagara and Prince de Neufchatel. For all ships of all classes, that are hidden behind a RNG-drop permit or an exorbitantly expensive permit, the side that is lucky in RNG and can afford to use the most suitable ships in the most suitable roles for a port, will have an advantage to win that port battle.
  10. 51 points
    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. Final localization update including additions of some approved community translation to game client content update 2: Unfinished business (continuous updates) Combat model update and improvements (including proper battle sails mechanics) More variety in upgrades, loot and books ROE update for patrols content update 3: Welcome to the Caribbean - Seasonal update New player experience missions and improvements Low cost limited content edition (a-la wow lvl 20 trial) 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 Content update 1 will be delivered first.
  11. 49 points
    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.
  12. 49 points
    Captains Patch is being deployed today. Main feature of the patch - Port investments. This is a group feature. Solo players must find a group of friends to use it or join a clan. Imaged - dutch players deciding if they want Caracas to have a +5% speed bonus for shipbuilding or +10% thickness or BOTH Investments. Clan alliances can now expand production of resources in ports Clan alliances can now expand shipbuilding in ports Clan alliances can now improve defenses in ports Investments will drop their level after you lose the port, multiple losses of ports will lose all investments (to remove port trading) Forts destroyed in port battles will have to be rebuilt Clans will be able to decide who can access the facilities and build them Once you build the facility you will be able to use it even if you are kicked from clan or alliance (provided you are in the same nation). Other nations WILL NOT use the facilities and investment benefits Ship building bonuses are created by clan alliance only if they build ships in their city. Other captains (who are not part of the alliance are not going to be able to hire artisans trained by clans). Due to limited investment points some cities will have to specialize – in the first iteration there are going to be 2 types of towns Resource base Shipbuilding base Or a mix of two There is a limited number of ports that can build amazing ships with all the possible bonuses. Nations will have to fight for them. This is a first iteration of the feature so expect bugs and problems Map wipe All forts on map were removed (they can be rebuilt by clans) Map was reset Lord protectors were reset, National leaderboards were reset Hostility mission changes Hostility now can be gained only using missions. OW hostility points are no longer granted to avoid exploits. Hostility generation in missions will feel much faster Defense timer cost is 250k Reals per day (might go up even more) County capital and capitals give missions to capture 2 nearest county capitals Free towns give missions for 2 nearest county capitals Once you taken the county capital you can take its regional cities. Marsh Harbor also gives an option to take Treasure Island, Treasure island capital gives an option to capture Bermuda. Other changes Forts were buffed BR limits for ports have changed Largest towns (55 investment points) have 25000 BR limit All other county capitals have 20000 BR limit Regional towns have 10,000 BR limit Shallow capitals 3000 BR limit Shallow towns 2000 BR limit Lord protectors are no longer have tiered rewards for VMs you get what you hold (but not more than 15VMs per week – lets see how it goes and maybe increase this limit later) Hostility points for port battle creation have changed County Capital deep – 10000 pts Regional town deep – 4500 pts County Capital shallow – 2500 pts Regional town shallow – 1000 pts Peace server changes Historical peaceful map applied (this will change bot routes and bot nationalities) Admiralty can now be used in ALL peaceful cities Peaceful outposts and buildings can now be built in all cities Peaceful PVE missions can now be taken in all cities too Top class ships on the PVE can still be built in towns that are capturable on War server. Other changes Combat medals are now only granted for mission and patrol completion. Improved FPS performance in instances and port battles Added additional item descriptions Bots now use universal ranks to help judge their difficulty easier Added an option to make more books and upgrades in production run Added inverted mouse to options Added tooltips to clan warehouse Permit prices and requirements rebalanced New ship notes added to admiralty Pandora lost ability to use stern carronades due to placement of ports Epic chest now drops in Epic events a lot more often Grape damage distance slightly increased Grape min damage from raking slightly increased Port name changes and other minor beautifications Some ports have their name changed or improved. Spanish town (a city of striking contrasts) is now a capital of the Virgin islands Sisal is now a capital of Merida Some counties were rebalanced. Fixed bugs Fixed bug that did not build 5/5 ships in some ports that became capturable recently. Apologies for the inconvenience. Fixed bug that was visually showing wrong ammo type (for example ball was flying instead of chain or vice versa) in instances for new players who just joined instance or relogged in into instance Fixed stationary bots in OW Fixed bug that cut your speed if you switched to a fleet ship Fixed bug that did not update your map if you switched from Peace to war server after AFK kick Multiple other bugs fixed Enjoy. Hotfix 25th April 2019 Hostility missions now have a deadline and have to be done until maintenance (after maintenance they will disappear from quest log). This is done to remove the possibility of keeping old missions for the future attacks on the ports. Fixed the bug that did not let you sell the ship if you had books in knowledge slots Fixed the bug blocking the sharing of the captured ship in the instance (by setting it free for all) Temporarily increased the limit of missions from the county capitals and free towns to 3 from 2 Increased the limit of port battles against the nation from 3 to 5 Changed BR of shallow water ports to lower 2500 for shallow capitals 1500 for regional towns in shallows Nassau limit is set for 3000 Mantua is now neutral and capturable (giving capturable city crafting bonuses) Hotfix 2nd May 7 New port investments added allowing production of rare woods in clan controlled ports Rare woods clan delivery missions rebalanced (prices lowered) Peace server: admiralty prices for rare woods rebalanced (prices lowered) Peace server: some free towns converted back to neutral towns to allow production of resources (Atwood, Cayo Romano, Barcos, Cayman Brac, La Navasse, Hat Island, La Désirade, Carriacou, La Orchila, Coquibacoa, Concepción, Bonacca, Bensalem, Santa Ana, Tamiagua, Calcasieu, Saint-Malo, Cayo del Anclote, Las Tortugas, Cayo Biscayno, Saint Marys, Salinas, Little River) Building costs and costs of upgrades rebalanced (and increased)
  13. 49 points
    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.
  14. 49 points
    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.
  15. 49 points
    Captains. The day of days has come - and we are getting close and closer to release. Patch will be deployed today on 31st of October. This is the biggest patch we delivered to date so expect problems and issues - they will be fixed one by one. Contents It is impossible to describe the multitude of changes in this patch so the list will be short and will just cover areas of changes New bugs and loopholes - please report issues in designated topics or in this topic Updated port user interface. Everything has changed. Just like with all interface updates it will feel weird and sometimes wrong. But it is a much better UI and most importantly it is better for localization Economy has moved to historical currencies reals - silver dollars doubloons - double escudos - gold goins pvp marks and combat marks have been abandoned. Combat marks will be converted to reals - pvp marks turn into doubloons denomination has been applied to all prices (approximately 25 to 1) please report if we missed something in this area 2000 doubloons will be issued to all captains as a timed redeemable for 14 days. Currency conversions Old gold is now reals and were converted at a rate of 25 old gold to 1 real. Combat marks were converted to reals at 20 reals for 1 combat mark PvP marks a were converted to Doubloons at rate 1 to 1 Resources were converted at rates indicated before Partial resource wipe was announced on May 4. Holds contents have been updated for combat ships traders sealed bottles chests all vessels can sometimes carry crew pay (military ships) or results of trading in doubloons (traders) and in good amounts Ship capture rules updated Previously you could not capture imported ships and could not capture 1-4th rates on the PVP server New rule is the following (mostly concerns the War (caribbean) server You cannot take non captureable ships to the open world but you can use them in the instance this means you can capture all ships for sailing in the current battle instance once you exit the instance non capturable ships will be taken over by the admiralty (with hold) Please make sure you dont exit in the imported ship or non capturable ship to the open world if you have valuable things in the hold To receive a reward for that ship sink it in the instance transferring to a capturable ship New missions Hunt and search and destroy - to find and destroy ships in the open world Weekly challenges kill missions (former combat orders) now have difficulty levels and increased rewards bot distribution changed. certain regions now have lineships (like hispaniola) some regions have 5th rates only. Mission class and difficulty now depend on ports Starting ports have lower level missions and easier missions Insurance has been added to all crafted ships you must fight bravely and do not give up the ship (sink) to receive insurance Tow to port now only works if you are really stuck in the open world Economy has been streamlined redundant materials removed (conversion tables - https://docs.google.com/spreadsheets/d/1wskSxkK0nJXCQ-Z-DxJcVFXu_ztPKo0huf4SUHbKQ24/edit#gid=1524048379) resources weights and prices changed building production limits have been greatly increased for lvl 3 buildings e.g lvl 3 building now allow production approximately similar to 5 level 3 buildings before the patch. as a result euro traders permits were removed from the caribbean for testing prices for buildings were adjusted based on complexity of production current buildings were closed and wiped for all players (costs to reopen was added to redeemables) new buildings introduced Forge building is required to craft naval ordnance Academy building is required to craft crew-related upgrades outposts now charge for passenger transportation Admiralty prices updated book prices for high level ships generally increased (because of ample supply of doubloons from activities) ship notes prices now correspond to the alternative of crafting that ship (a lot higher) Max BR limit for shallow port battle is now 110 (which makes Prince the highest BR ship that can enter port battles) Known issues Сhallenge events will start on Monday (light, frigate, lineships) Economy and prices are new and might require several iterations to stabilize and tune Clan leaderboard table does not work as intended and will be updated later - it only shows port battle oriented clans Very rare issue of corrupted items locking the exit from ports can still happen - but we have added the automatic deletion of such items and added additional logs to find more cases of such issue. If you cannot exit from port or sell a ship it is because one item in hold has become corrupted - please let us know when this happen in support section or by f11. Please provide feedback in this section (3 topics are pinned on top and focus on interface, economy and missions) http://forum.game-labs.net/forum/7-patch-feedback-and-general-discussions/ Next steps We plan to stabilize the patch in several iterations and continue work on localization in parallel Next big patch will focus on localization. Official promised languages will be localized by GL, but we will provide the tool to change the language to another if it will be localized by the community (access to language file will be provided and players will be able to replace it with their own). Important information Doubloons for shipyard lvl 2 and lvl 3 will be delivered to redeemables or directly to money chest by the end of the day today. Spread the news. We wanted to deliver the update during maintenance and not wait until the evening. Hotfix 1st November Patrol rewards updated Gold doubloons can only be transferred to money chest in port (transfer cannot be done in OW) Clan leaderboard visibility fixed and shows to everyone (not only people who are in clans) - leaderboard still only based on port battles (will be fixed later) Tow prices (sending ships to other ports) updated and denominated (by 25) Old NPC ship on sale (at old prices) were removed from stores. Hotfix 2nd November Fixed the bug that did not let access the looted cargo from NPC trader ships Fixed the bug in the assist formula (assists now give proper reals - not inflated reals) Search and destroy and Hunt missions in shallow water ports are now only for 7th and 6th rates (no longer they give hunts for 1st rates) Fixed the server exception bug that did not sometimes failed to track hunt missions kills and did not register port battle results participants of 5 port battles that failed to register will receive compensation into redeemables Fixed the doubloon icon in shops Increased doubloon rewards for patrols Hotfix 6th November Bug with 6th and 7th rate missions fixed - they now appear in the mission list in Capitals Safe PvP doubloon rewards for kills slightly increased in line with overall rewards Christian - Danish 2nd rate delivered to all captains who have fulfilled he testbed testing requirements. Check you redeemables. Hotfix 9th of November PvP rewards that drop into holds are significantly increased Shipbuilding woods NPC deliveries slightly adjusted - they deliver woods a bit more often now. Shooting skill book changed from % of muskets to musket accuracy All upgrades in the fire arms upgrades category slightly rebalanced (accuracy slightly lowered) % of muskets for crew decreased. Firearms upgrades will still remain strong - musket fire during boarding using advanced firearms will inflict significant losses Hotfix 14th of November Friendly fire damage against NPC ships is turned off (including fleet NPC ships) Limit on re-taking kill missions for 6-7 rate ships is turned off Amount of kill missions is increased in nation Capitals 1-4 rate NPC ships no longer visit uncapturable ports (excluding Free towns). Respawn time of NPC trader ships is corrected Players no longer need to have reals in wallet to teleport "Max" button collects all resources now Upgrades are removed from the Trader Tool list Economic tunes: Profit of selling trading resources is slightly increased Players can sell more upgrades to NPC shops NPC price of upgrades is lowered Insurance payment is lowered to remove insurance scamming
  16. 49 points
    Captains Mega patch with multiple changes will be deployed tomorrow 8th March! PVP/PVE Patrols PVP was made more affordable and rewarding with the introduction of Patrol missions More information can be found here Tiered rewards will be added to patrols in the next couple of weeks after this event is tested New content will be added to admiralty in the next couple of weeks Conquest Changes: Conquest for everyone Conquest no longer favors only leading nation Any player can get access to victory marks, by just being a lord protector at least one port on monday maintenance Victory marks distribution has changed. Lord protectors will now receive victory marks every week based on their port ownership on conquest round end (weekly). Victory mark distribution is tiered and has diminishing returns. You will get 1 mark extra mark for every 3 ports you control but the max number of marks that can be received is limited by 5. Example 1-3 ports: 1 victory mark 4-6 ports: 2 victory marks 7-9 ports: 3 victory marks 10-12 ports: 4 victory marks 13-15 ports: 5 victory marks 16-18 ports: 5 victory marks etc.. To promote more activity across all time zones, Port battle timer now costs 500,000 per day; old 100k price was ridiculously low and cost of the capture timer will continue to evolve Hostility missions improvements. NPC defence fleets in hostility missions now adapt to an attacker force. Responding with similar vessels both in rating and in numbers. If one player will come to generate hostility on the enemy force he will encounter 1 defender. If 10 players come to generate hostility they will encounter 10 npc defender ships. The problem of the inability for the port owner to provide an adequate defence force is solved by limitation of player ships in the hostility mission. Both defender and attacker can only bring 10 vessels into the hostility mission. Hostility missions now spawn 30% closer to the port Reinforcement zones rules of engagement change ability to pull the players to the battle using NPC attack - removed ability to pull the players into battle using player attack - removed if battle is created in the reinforcement zone only attacked player or battle group is pulled into battle all others will be able to join using positional reinforcement and can decline to do so. This will remove the potential for grief and abuse in the reinforcement areas. Add. Positional entry rules mean battles are open until they end, which greatly help defenders to punish the hostiles Battle groups reworked Battle group will act as a battle group only when there are 6 players or more in the group. The status of the battle group is shown in the group interface and will tell you if your group is a battle group. This is done to remove abuse of battle groups mechanics allowing creation of solo battle groups to avoid screening. Other changes and improvements Clicking on a ship in the open world will now show the circle around him, that can help understanding who will be pulled into the battle if he is attacked. This will be very helpful in station keeping when traveling in the open world. Unrated vessels without the chasers now have the control perk too PVP Upgrade Drop. Player ships will now drop one of the installed upgrades into its hold if boarded or killed. You cannot enter or exit shallow water ports with deep water ships. Use tow ship function to move the deep water ships out of shallow water areas. Player names and ship names removed from ENEMY players in the open world identification. You will only know that it is a player and an approximate rank of the vessel/vessels. You will only be able to find out the name of the captain once you engage. Names of your nation's captains are not affected. Checkbox to only show online clan members added to clan interface Tow to port now creates a PB entry timer. Timer is the same as the PB timer created after normal battles. Attack circle is reduced. You will be able (theoretically) to lay fire immediately after attack. This is done to reduce counter tagging. Minimal speed in the open world is now 4knots, to provide better experience in long journeys. Ship sinking time is increased by 30% for destroyed ships to make picking up loot easier. Side force no longer affects speed indication Epic events no longer spawn very close to shallow waters Brace command is reassigned to F10 - to remove accidental clicking (40% of new player bug reports were about brace) Wasa, L Hermione, Santa Cecilia received a slight armor buff Wasa, Hamburg, Ingermanland, L Hermione, Santa Cecilia received a turn rate buff Leeway force from square sails, and staysails/jibs slightly increased NPC ships HP buffed slightly to compensate lack of repairs Barricades now have the attack penalty and are a pure defensive upgrade Angle importance on penetration slightly increased (need more testing) to provide more options to control incoming damage into hull Edinorog accuracy reduced to somewhere between carronades and medium guns. Vertical sector greatly reduced as it would be impossible to use edinorog howitzer firing through ports of the ship. All other upgrades increasing vertical gun sector drastically nerfed Rigging specialist perk nerfed as its bonuses were too high. Acceleration/Deceleration formulas improved based on the wetted area calculations; which in general reduces tacking effectiveness for wider deeper vessels. Ships created through admiralty notes can occasionally receive crafting bonuses and extra slots. Tutorial Tutorial button is temporarily removed for the final integration of rewards and final exams. Leveling and rank progression and crew assignment for ranks will change in the next couple of weeks. Plans for March/Early April Integration of the open world UI into the game Finalization of tutorial Premium ship pack containing 3 ships (2 of which could be acquired in game by other means) Hotfix March 8th Ship crafting bug fixed PVP Patrol button is temporarily removed to fix the Battle circle of doom sometimes spawning with an offset killing everyone in the instance Database is being reverted to today's maintenance state due to too many ships lost in events and crafted. Hotfix March 9th Fixed bug caused the Battle circle of doom to spawn incorrectly. PVP Patrol missions are back. Hotfix March 13th Fixed bug that prevented pvp patrol rules of engagement in Nassau order.
  17. 48 points
    Captains! Naval action has been launched from Early Access. This game has been in early access since early 1716. This long time was spent on perfecting the combat model and sailing simulation; which many claim is the best in the world. Other experiments, some successful, some not so much, have been done. No game has come close to the replication of the Age of Sail sailing mechanics and combat. Thank you all for your feedback, bug reports and constructive criticism - you helped to make the game better. In the next 2 weeks we plan to stabilize the build, provide final updates for localization (including the steam page) and publish the roadmap for 2019. Thank you again. ps. No more wipes or resets! Release fixes Clan allies friend list now allows search Obusier and Congrieve Guns now have unique 3d models Port bonuses and costs rebalanced Trader ships now have 5 slots just like the combat ships Knowledge XP slots rebalanced (and were generally slightly lowered) All books and upgrades bonuses were rebalanced and slightly lowered Free camera buttons now can be reassigned (for the AZERTY Keyboards) Fixed the ignore list in instances Other localization fixes were applied
  18. 48 points
    Hello Captains Patch has been deployed today to live servers. 29th August 2018 Diana wil be given out for testing to all captains in the Caribbean. It will be a timed reward - you will have to login and claim it within 15 days after the patch. if you miss this 15 days window for some reason do not worry. It will be brought to the game as crafted ship or as admiralty note ship in the next patch. Spanish frigate Diana Spanish heavy frigate filling the gap between heavy and medium frigates Gundeck - 24lb guns 42lb carronades Upper deck - 9lb guns 32 lb carronades. Major BR rebalance We are gradually moving away from the static BR based on HP and DPS characteristics and will also consider several other factors including battle performance data. How it will work Ships with much lower performance statistics will have lower BR even if they are a higher class vessel. For example 2nd rate pavel having a much worse battle performance than 3rd rate Bellona will have a lower BR than Bellona. The changes will be applied gradually as full performance based BR is currently impossible as it will break old mission system. Once new mission system is added in September we will let battle performance influence the ship BR slightly more. This will mostly affect the port battles and will require captains to recalculate their battle plans for future conquests. Speed changes Wind curves slightly tweaked for Hercules Privateer Speeds slightly increased for Mercury Niagara Lynx Privateer Prince Elite and Spanish/Pirate rig refit bonuses lowered from 30/15 to 20/10 Keep in mind that this speed change is a temporary fix to provide more options in the 6th rate category - all ships speeds, turning, and heel performance will be updated after port ui patch based on battle performance with the goal to increase gameplay depth. Current historical wind curves (fully based on sail plans) have been found to reduce gameplay depth instead of improving it, and will be adapted this autumn. Update 30th August 2018 Battle rating has been corrected for some of first rates: L'Ocean 900 BR Santisima 800 BR Diana sailing curve has been properly applied on live servers Hotfix was deployed 12th September Fixed the bug locking you in port if you wanted to claim tutorial rewards without the outpost Fixed basic cutter BR issues Fixed Diana bugs with decals and colliders Constitution Classic timed redeemable added to all captains. Hotfix 19th September All upgrades increasing crew rebalanced (data below) XP and Money for kills and assists rebalanced based on BR of vessels (slight increase for 1-2nd rates) Yacht can now enter port battles and can be added to fleets Determined defender bonus lowered from 30% to 0.001% Boarding max speed increased to 8 knots (previously around 4 knots). speed difference between your ship and enemy ship was lowered and now cannot exceed 5 knots to board (previously it was 8 knots). Both vessels must be below 8 knots. Barricades defensive bonus increased by 0.1 and attack penalty increased by 0.1 as well. Crew bonuses reductions Shipbuilding: Very cramped: 5% - previous 10% Cramped: 2.5% - previous 5% Extra crew trim: 7.5% - previous 10% Modules and books: Light ship hammocks refit: 5% - previous 15% Hammocks book: 7.5%-7.5%-2.5% - previous 20%-10%-5% Diana Screenshot
  19. 47 points
    Captains. Secondary security zones for France, Spain and Britain will be abandoned and will become capturable in one of the next patches, as they did not have any influence on the goals they were supposed to achieve. We are very sorry for the inconvinience that this change might cause. Please take necessary precautions and move ships resources away if you do not plan to defend those areas.
  20. 47 points
    Captains Final part of the sailing model and ship stats tuning have been deployed. Battle ratings for vessels have been updated based on their strength and close range sustained damage Sailing model and wind polars After testing and monitoring the usage of ships we have decided against exaggerated curves for vessels and have moved to fully historical sail composition. previously we buffed downwind or upwind performance to create differences, which caused some ships to become useless or less useful. All sails area have been recalculated based on their optimal and potential sail area, that could be achieved by the captain by trimming or adapting his sail plan, within constraints of ship mast lengths and yard lengths. As a result majority of underperforming vessels will now perform better and in general will have a much better sailing profile. Speeds have been updated for lighter vessels and majority of light vessels have received a speed buff. Ship with more spirit sails received more buff to frontal yard power. HMS Victory performance against the wind have been slightly increased. Wasa (Kronprins Gustav Adolf) hp increased and displacement recalculated Turn rates have been updated based on improved turning calculations model Buffs USS Constitution turn rate have been increased Nerf Trincomalee, Belle Poule, Renommee, Cerberus, Mercury, Snow turn rates have been slightly decreased. Other tunings Epic events ships chests contents have been improved (gold, silver and epic) Explosion damage have been updated based on the ship size and powder room contents (magazine size) Cannon loss (damage to cannons) increased in the following cases raking damage broadside damage (if broadside is heavily damaged) Cartagena Planking now gives 5cm thickness bonus and 2% mast thickness bonus. Bugs fixed: Rigging specialist inconsistent bonus to % of repairs fixed. UI work continues. We currently are working on the OW improvements (missions, battles and other entry windows). Discuss.
  21. 46 points
    Patch is being deployed today 21st June 2018. Contents of the patch MAIN Feature : Open world UI updated to a new version. Open world UI will update to a more traditional MMO window based system. Port UI remains on the old version. We decided to deploy OW UI first to help to uncover missed bugs and problems faster. Also your initial feedback on the visuals will allow us to deliver better port UI based on your comments. Apologies for the inconvinience that might be caused by the 2 versions of UI Expect bugs and glitches. Name change added to Prolific Forger DLC Separate item will appear in your redeemables You will be able to change name once in every 30 days Admiralty connection added as DLC Will permanently increase dock space, warehouse slots and economy buildings. Two imported ships will be added as DLC (time of appearance subject to Valve's approval) Le Requin Hercules Ability to trade in the open world added to game. Trade is possible with your nation Trade is possible in the radius of attack If one of the parties to a trade exits this radius trade will stop Trade is only possible from hold of the ship Patrol battle exit (escape) option added (to remove trolling and griefing) After a certain time exit will be possible if there are no enemy players in your radius Damage stops the ability to exit (just like the normal exit timer) Being outside of the circle stops ability to exit Experimental feature: Open world attack button now has a coold down (60 seconds). This was done to remove constant re-click to get better positioning You have to be careful how and when you attack. Exams now show the following information in pop ups for motivational purposes Best time and name of the player Your time Average time for all players Rules of Engagement (ROE) changes For reinforcement zones Battle is always open for the nation of the reinforcement zone Battle closes in 10 minutes for all other nations (not owners of the reinforcement zones) For Capital waters Nation of the capital water cannot be attacked as before All other nations can be attacked (removing unnecessary protection for enemies). This means that other nations will not be protected by your capital waters. Battles of other nations in capital waters will be open to all Smuggler flag removed Trader ships now have automatic smuggler flag and will be able to enter any port in the Caribbean Player in the combat ship wont be able to enter enemy ports You will now be able to switch ships in enemy ports if you have an outposts and docked ships there (to remove weird lockouts caused by legacy rules Military ships can now sail out of enemy ports to remove lockouts if your port was captured or changed state from open to all. Exit from enemy and contested ports gives you a 30 min port battle lockdown Free for all ports do not give the port battle timer. Battle sails now give bonuses to Ship turning Yard turning Sail resistance Fire changes Fire now affects structure and planking differently. Planking will burn faster than structure. This is done to bring back more epic explosions as fast fires burn the structure too fast (ship sinks faster than it can explode). Structural leaks and penetrating leaks water intake speed dependence increased. Changes are as follows 50% speed – standard leaks (current) 100% speed – leakage is increased 2x 0 speed – leakage is reduced 2x Control perk changes Perk control can be switched off in the beginning of the battle, if you do not want to use it. There will be a button for the first 5 mins that will let you decide if you want to control on or not. Tuning All blueprints were removed from the admiralty and added to player shipyards for simplification (some of them of course will require permits to build) NPC can rarely sail a 4/5 or 5/5 vessel Capturable ports now give better chance to build a exceptional vessel. Fixed bugs: Multiple bugs fixed thanks to player reports Several tutorial bugs fixed Fixed bug not allowing you to destroy an item in the hold if your computer time was set in the future. Fixed the bug that did not let you take back Hercules if NPC was assigned to it. Update 21st June Le Requin HP lowered slightly Battle sail mode added Speed of raising lowering sails decreased Ship declassed as 6th rate Hercules Broadside time tweaked HP increased according to size Ship re-classed as 5th rate 2 group statuses removed Group status automatically converts to battle group once it exceeds 5 players Mission cancellation limit increased to 50 Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased Update 22nd June 2018 Fixed the bug blocking the trade of ships in port Fixed bug that blocked UI for some time after sending the bug report Fixed bug causing incorrect display of national ranks Fixed bug that sometimes did not display the type of combat on combat selection screen You can now redeem the imported premium ships only if you do not have the same ships in docks Use rum now properly works if you drink rum on the Basic Cutter Replaced the icon for Carpenters to something more appropriate (remember that icons are not final) Reduced the fire damage to structure even more (as ships were still sinking before exploding). Update 23rd June 2018 Potential fix for the disappearance of name and buttons from the friendly or enemy ship info panel Forced the amount of extra docks from 5 to 10 (so you do not have to wait till next week) Changed the leaks/speed dependence (ships were sinking too slowly before) You only get the 50% leaks reduction if you are stationary From 10% speed up to 80% speed leaks works without bonuses or penalties (just like before the patch) From 80% speed and up to 100% they gradually rise to 150% To get full benefits of leaks reduction (to get a chance to repair the ship - you have to stop your vessel). Update 26th June 2018 Additional tunings for the leaks/speed curve Recently killed status visualization is added Fixed spelling on the Open World Map (thanks to players feedback) Update 5th July 2018 Epic chest (dropping from epic events) content slightly improved Fixed bug that sent one of the OW chat windows into battle instances completely hiding the compass @Cpt Reverse Internet Connection instability fixes: Fixed bug that sometimes locked out the player from using ports after random teleports caused by connection drops during the change of state (thanks to @z4ys) Fixed bug that sometimes locked the player from using ports if he is sent to two battles due to connection drops (thanks to @Vile Executioner) Update 9th July 2018 Fixed the fonts in ship auction, store interface and contract interface that hid zeroes from the price (they were present in confirmation screens but people still made mistakes) Open world UI has undergone significant changes in systems and code, please expect bugs and problems and do not forget to report them in this topic UI Teaser
  22. 45 points
    Captains Amount of chain shot carried by a ship will be limited next patch (so called tutorial patch) No perk will be required for use of chain (at least for now). Reasons Historically ships carried A LOT less chain and grape compared to normal cannon balls. Gameplay wise we want to bring more skill into chaining and limitation of chain will force players to conserve it, pick proper angles to destroy more sail and in general think about its use instead of current chainshot clicker heroes This also means that outnumbered players will have easier time fighting against bigger groups who rely on active chaining as the ONLY tactic. Please start thinking about new tactics and of course.... discuss.
  23. 43 points
    I am thinking about this idea for a very long time and since I see that the complaints about demasting are on the rise again and that many mostly blame the accuracy of our cannons for this, I decided to present this Idea in a hopefully fashionable manner. Keep in mind these are just some ideas I have and want to share. I don’t insist that these should be implemented nor would I be frustrated if they won’t (I will just write a bad steam review ). I too think that our cannons are far too accurate and thus enable players to snipe for specific parts of an hostile ship. Especially at longer ranges. Also the speed of changing your point of aim, acquiring a new target and the feeling of disconnection of the cannons from the ship, bothers me. Our cannons act like they are mounted on modern turrets. You can single shoot masts and if you miss you can instantly adjust your point of aim (horizontal and vertical) and shoot again with almost no delay whatsoever. Also, the up and down motion of the ship doesn’t influence the aiming at all. Sure, heel does influence your max and min elevation, but doesn’t pose a real problem. So the main subject of my idea is, that the cannons and their point of aim really get fixed to the deck and are affected by roll, pitch and heel. So our aim bar constantly moves with the ship. The roll in the game right now is moderate to almost nonexistent because the sea in the instances is very calm. Maybe that should change too (variation). Heel can be significant but everybody should know by now how to minimize it. I don’t know if pitch plays a role, since aiming at the moment is not very much affected by the movement of the ship. Furthermore, the change of horizontal orientation and elevation of cannons should be a bit slower. Cannons were manhandled with handspikes to change these parameters. This took time and to instantly fire a cannon during this (like we can do now) wasn’t possible. So cannons in game should not be able to fire while being traversed or elevated. A simple example of how it could be shown to the player that his cannons aren't ready to fire during adjustments What will be the effects of this? Changing horizontal traverse and elevation isn’t almost instantly anymore. Adjusting your aim to snipe enemy masts in a fast manner isn’t an option anymore. To have a further option of balance. carronades could receive a buff in horizontal traverse speeds due to their carriages. Changing elevation fast to quickly aim at the waterline and right after that back at the hull or masts won’t be possible anymore. You must pre-plan your broadside. You must calculate how and where you want to aim and how to position your ship to get the best result. In fact you will mostly don’t touch the elevation setting of your cannons and aim with the ship now and keep your guns leveled to the deck and use roll to either shoot high or low. You don't wan't an arched flight path of your balls and want to keep it as flat as possible. Elevation then comes into place if you want to compensate for heel or are very close to your opponent but still want to shoot high. Also there would be a use for battle sails and people wouldn’t sail around with all sails set all the time. Full sails let the ship heel but also stabilize it against roll (although I somewhere read that higher speed makes the roll more unpredictable, sailing experts?). No sails on the other hand won’t let your ship heel as much but let your ship roll too unpredictable. Battle sails could be the middle ground between both extremes. A moderate heel and a moderate more predictable roll. I also read somewhere on the forum that the current battles sails layout isn’t exactly correct with set topgallants and royals but again, I think our sailing experts can prove me wrong on this or give better explanations. A downside with current firing mechanics in combination with my proposed idea above is that many shots of a broadside probably won’t hit due to the ship movement. Well at least if you are not right next to the enemy ship. Right now we can single shot with space bar or release a whole broadside with a mouse click, where many shots will miss and be wasted. I believe that no gun captain would fire his cannon if the target isn’t in sight (I assume he has a clear picture and is not hindered by smoke). Therefor I would like an additional way of releasing a broadside. This was an idea of @Hethwill some time ago. He suggested that, while you hold down spacebar your ship will fire a rolling broadside (front, back, random). If you release spacebar it will instantly stop and will continue at the next cannon if you hold spacebar down again. Maybe a general gimmick could be to let the player choose between 2 or 3 different rates of firing intervals. With one where almost all guns fire at the same time. This could increase the probability of a reload shock of your enemy. A downside could be that it also has a small negative effect on your structure. But that's just an extra and honestly not really needed. Until now I just made it harder to actually hit a target. I would also propose something more positive for the gunplay. As far as I know, the transparent fire sector roughly shows where the shots will land. I don’t know exactly where the aim bar is pointing but I assume it is somehow an elongation of the bore axis (of course somehow the average of all decks). I would like to keep it that way with a few adjustments. I will explain these things with a few pictures too. At first, all decks should be independent from each other. This means different point of aim and also different cannon loads per deck. You will basically see an aim bar for every deck (aiming all decks at once should still be possible). If you go into aim mode of a deck, the correspondent bar will be highlighted and a vertical axis for elevation and horizontal axis for traverse will appear. There would be middle markers (where the cannon is leveled/perpendicular to the deck) and min and max markers. This way you could load chain on the top deck and aim it a bit higher, while the two other decks are loaded with double shot. Or you are up close and preparing for a boarding action. So load your small top cannons with grape, while still pounding the gun deck and waterline with ball. Since it is a bit more complicated, I think UI wise it would be probably better to use the mouse for everything instead of smashing long button combinations (like 1 - 1 - 2 for example). no deck selected all decks selected and in aiming mode (chain loaded only on the top deck) all decks selected and traversed to the right example to show what I mean: only the lowest deck is selected and all decks are aimed differently In addition to that, captains should be able to mark up to three individual set settings on the elevation bar. You can experiment against AI or whatever you like and find some good settings that will help you in future battles. For example, you roughly know how far 200 meters are. With simple trial and error you can set the cannons of all decks to an elevation, where they will hit the target at 200 meters and roughly the same spot and mark it on the elevation bar. Doesn’t matter if the top deck consists of carronades while the other deck mounts longs. Or you keep your top deck always loaded with chain and aimed higher, because the low caliber won’t penetrate the hull of the enemy ship. example of premarked elevation settings. Deck 2 and 3 set to almost the same elevation, while deck one is elevated higher (the colors are just to make them more distinguishable) Since gunnery would be less accurate with those ideas, other things could also be adjusted. Like the thickness of hulls back to normal values. Leaks can be more dangerous (although I think they are fine as they are right now). Performance of cannons and carronades could be adjusted. Maybe introduce different firing mechanisms for cannons like flint lock and fuse ignition, which affects the delay between the command to fire and actual release of the round. So a rough overview of what these ideas can change Pros: no more easy mast-sniping (especially at long ranges) no more easy waterline sniping long range chaining very difficult - easier to escape a purpose for battle sails positioning and maneuvers are even more important more difficult to get the perfect rake (also affecting long range rakes) individual loadouts and aiming of every deck possible reintrodution of reasonable hull thickness because it is harder to hit consistently also adjustments of cannon damage possible to make up for worse accuracy (a really good broadside should have a big impact) Cons: too complex and over-complicating mechanics too difficult can be frustrating no real difference with current calm and invariable sea states/ship movements many others I bet.... Swivels. Since we introduced swivels with the new pirate refitted LGV I thought about a way to implement them to all ships. Every ship should have some places where you can install swivels if you want. An example is shown in the picture below. To fit swivels to your ship you have to select in port where you want them on your ship. Maybe limit the number of swivels so not every point can be equipped with them. The player could also be allowed to switch the positions during the battle. This should take some time of course. To man the swivels in the battle instance with crew, there should be a second option in the boarding menu (like press 9 and then 2 for “man swivels”) to fire the swivels you can switch between them and aim them personally at your target. I made some example pictures with a swivel aft and one at the fighting top. This can be a nuisance to smaller ships who like to stern camp your SoL. Those swivels can also be used in the new boarding mechanics if the devs are still on it. So, this was it. Remember, these are just some ideas I had.If everything stays as it is, fair enough
  24. 43 points
    Hello Captains We already announced the changes that will improve the hostility missions and victory mark distribution in game, giving everyone equal footing. Individual port ownership will grant you victory marks and even owning one port will make your conquest efforts count. You will no longer be limited by your nation capabilities and your small clan can influence the conquest, and get rewarded even if you are the only clan in your nation. Now it is time to improve pvp itself. In one patch a new type of mission will be added to the game. This mission will completely change the mechanics and motivation behind progression and will route the player to one of the most fun and varied activity in the game. PvP missions will reward player based on the damage he was able to inflict on enemy shipping. PvP missions will reward the player with ships, repairs and small amount of pvp marks. The goal is to remove gear fear from pvp and motivate fighting, not ship preservance. Example of the mission for the light frigates La Mona Naval Patrol Captain: Your task is to inflict as much damage as possible on the enemy players shipping in the designated areas of the Caribbean. Running is discouraged, preservation of your vessel is not important! Assigned ships Cerberus, Renomme, Surprise. Goal: Inflict 5000 damage on enemy shipping in the area. Rewards: Random light frigate note, 30 rig repairs, 30 hull repairs, 250 rum, 5 pvp marks, combat ready upgrade, some money for fitting and guns. The player will have to arrive to the designated area, damage enemy ships and probably sink as a result, but he will learn something. Of course due to 2.5x pvp xp bonuses he will be leveling up faster and such navy patrols will help him recover losses. This feature will be further underlined by the fact that tutorial master exam will award the player with the M&C rank making him immediately useful + such missions will route him to the most fun activity in game. Discuss.
  25. 42 points
    We pondered and will focus on unfinished things
  26. 41 points
    Captains On previous update Massive update with more than 240+ paints and skins was a success and Painter is now the best selling DLC overcoming Rattvisan. Around 5-10 paints will move to refits and Navy editions in this forthcoming update. We plan to continue adding new paints but the process will be slow. It takes a lot of time to prepare a good paints as it not only requires taste and lots of experiments (paints should look ok in all weather and light conditions), but also lots hard technical work from texturing and paint/material creation to memory management (they all have to fit into texture memory limits) to LOD generation (simplified visuals for long distance images to save memory). Please propose new paints in the relevant topics that we posted. Information on 3 main features of the update We are working very hard on the new update and its launch date is getting closer and closer. There are no definitive dates yet. But we are very excited about the forthcoming features. They will truly tie the rvr together, and bring 3 important features to the Peace server. NPC Port battles will come to Peace server. NPC will try to capture rich ports from large clans using unique raiding mechanics on both Peace and War servers. If NPC's manage to capture the ports the port will then have to be recaptured. We do not know the intentions of NPC raiders on the port assets (yet). Most importantly this means that ports could be recaptured from NPCs, which will open clan control, taxation and investments for the Peace server, and long overdue map fluidity. NSFW Leopard NSFW HMS Leopard (1775-1790) will be a new imported DLC ship added in this seasonal content update. Raids. Small groups will be able to raid rich ports for profit and glory. They could become a second or maybe first source of admiralty rewards and money for adventurers like you. They are oriented for all segments of players and will be accessible even to those who only have 1.5 hours in the evening.
  27. 41 points
    1. Why are we forced the confirm the reward of patrolzone events if we get the reward at maintenance anyway? Just autoconfirm at maintenance 2. Why dont we see hardcaps ingame? 3. Why dont we see portbattles when pressing "m" without going trough 5 or so clicks? (Mark them on the map with a red cross or something like that) 4. In the port UI, when buying a ship, select all rates, rather than just one at a time. 5. I know it's been asked for before, but I would really like to click on an enemy player in OW and message him, just like we do with friendlies. Maybe give him the option to refuse contact. 5a. I would like to see a diplomacy mechanic again ... included the possibility to identify allied nation ships and captains at OW and chat with them. Enemy Players should be shown as enemy players but conversation should also be possible. 5b I think the OW should have anonymous comms between hostiles. IE you can message them but it doesn't say their name or anything just a chat room with "anonymous" and you. That way you can still communicate without being identified if you want. 6. Buy contracts for ships 7. The old boarding game (I can not believe that I say this) untill a new one is created that does not feel like boarding with an Imperial Star Destroyer. I have to set the screen bigger because I am a little older and all I can see is this boarding screen I personally dislike. 8. I wish everything that NA-map did was in the game. 9. Ability to switch ships in OW when using Fleets. 10. Remove the additional "Yes" clicks in port when buying/selling items and when adding crew to ship. Make only the 1 "yes" click like when clicking repair. 11. Give us the ability again to delete outposts that currently have ships docked. 12. Clan Docks 13. Global Trade Chat 14. Cities that are properly sized. (Buildings are 3 or 4 times of shipsize, doors are as big as a 1st rate) 15. When claiming a completed sales contract, remove the message "You lose all fees", as it has no economic effect and only causes confusion 16. Show the point where your ship would stuck on the beach (in battle) (Map) 17. Keep "details" checked in battlemap 18. ALL AI traders should be loaded to capacity. Real traders didn't sail around in half-empty ships 19. Hostility missions against fortified ports should spawn right beside these towers and forts. If they get destroyed during the instance, they reappear afterwards, like the do now and thus if host mission is successful, towers and forts are still there when PB takes place. 20. Start all battles with "fire from bow" and convergence on water. 21. Crafting straight from the clan warehouse, so we don't have to withdraw every single resource type... 21. A new rank for crafters in a clan which have access to clan warehouse but cant invite/kick people 22. A fireship perk that only allows you to light a fuse and guarantee that your ship will explode. (add mods are what should dictate the strength of the blast) 23. This is far too easy to exploit. But I'd add changing all Combat Medal missions to be satisfied with assists or kills. For those of us who are generally sailing non-primary DPS ships PvP kill missions are a real drag. In general though, I'd go back to awarding combat medals for OW assists and kills. The new system of no rewards for OW PvP is stupid and discourages PvP in general. 24. Adding UI to know how many Repairs you repair actions will use up (goes along with knowing your total repair bonus) on your ship info. 25. Able to Create a Port Battle calculator in-game and USE IT for a Battle Group Creation! 26. Able to Better Compare Cannons, ships, goods - the UI is still too "big" and overlaps each other. I always feel cluttered and with I could resize every window to my liking. 27. The ability to change the colors of Battle Swords to your own liking. I hate the White swords and would love to change them to a color I can better see while sailing. 28. Change portownership (clan) by trade (within one nation) 29. Add "Show Port on Map" when choosing Cargo/Passenger Delivery missions 30. Add warning sound when tagged 31. Add pop up tab when hovering mouse over "Perks" in Fleet menu (F- in open world) Feel free to contribute to the list
  28. 41 points
    all good points will be done. Only rare ships (that we want to be rare like Christian, Endymion or Niagara or Santisima) should stay with permits. The permits as sinks are detrimental and counterproductive. There must be good counters freely available like Agamemnon vs Rattvisan
  29. 41 points
    Captains. MEGA Patch is being deployed today on 28th February! Contents of the patch. Localization has been officially added. You can change the language of the game in the options menu. Localization is not complete!– as new content has been added in the last 1.5 months – this will be translated soon Custom files for all languages has been added. They can be used by community translators or yourself to improve things you do not like to completely change language There are issues in some translations due to the fact that outside firm was - but they will eventually be fixed, with help of community. Battle UI Battle UI has been freshened up. All Battle UI has been moved to one technology set (slightly increasing FPS in battles) Boarding is no longer showing enemy commands. Boarding UI might need another pass of improvements based on your general feedback. You can now use buttons [ ] during boarding that will allow your ship to fire point blank broadsides. All buttons have received informational tooltips, which you can read by putting your mouse over the buttons Combat model Ships of the line will now rule the seas. No longer ships of the line will fear light corvettes. Damage model has been adjusted. Inverse DPS problems has been fixed (previously 4lb guns had higher DPS than 42lb guns) Reload shocks issues were fixed. You will get them regularly if you maximize damage in short periods of time. Lower rank NPCs turning has been adjusted (previously they turned like experienced rear admirals when they should not have). Additional tunings to NPC combat will be applied soon. Turn rates were lowered across the board for most vessels, to support the precise deliberate combat model (low level ships turned like they were on drugs) Additional improvements to speeds and turning will be deployed next week. PVP and ROE changes (rules of engagement) To increase number of PVP opportunities the following change has been made. Open world battles for the weaker side (based on BR) are open for 20 minutes. You can reinforce the weaker side if you are sailing by. The mission will close and swords disappear once BR evens out (with certain % threshold) if you want to get help stay closer to friendly entry points. If you are ganked, call for help in chat, people can help you. Of course just like tracers in ww2 this feature works both ways. If you attack in force your target might get reinforcements, changing the course of the battle. Overall goal is to give more pvp opportunities to captains Combat Medals were introduced. Combat medals will be granted for PVP activities, and will give access to pvp rewards. Port importance for clans and rare resource spawns Changes to rare woods spawns and access Rare woods resources now only have limited trading spawns in the Carribean. Rare woods forests can now randomly spawn somewhere in the Caribbean in limited quantities. (can be fully exhausted) These rare woods now can be received by clans using delivery missions Сlans and clans on their allies list have access to these missions Getting rare woods by using missions reduces their supply. One supply is fully cut down the forest will spawn elsewhere in another port. Rare woods are: Live oak, white oak, bermuda cedar, teak, mahogany, caguarian, sabicu. Protected areas Redundant protections removed from secondary protected areas (like Louisiana or Vera Cruz and Belize) Additional improvements of the protected areas will be done next patch Trading Trading will be more available Resources spawn distribution is now better and ability to place contracts on trading goods removed. Additional regional goods added Selling goods far from the purchase place will make more money (buying something in Trinidad and selling it in the gulf will make a lot of money This of course means that short distance routes will no longer make too much money Barter added (but not yet tuned properly – will be fixed in the next hotfix). It will increase supply of trading goods Missions PVP hunt missions added Solo PVP patrol zone added In the solo patrol zone you can only be attacked by the ship of the same class and battle will close immediately. Passenger delivery missions added Letter delivery missions added Clan delivery missions added Mission rewards increased Better PVE – More accessible PVE NPC fleet placements slightly adjusted (gulf suffered, but all other regions will generally see more NPCs – we will fix the gulf problem later) Missions are now based on regions (less on port type) For example Hispaniola is a 1-3rdrate region. It will only give missions for 1-3rdrate. Missions are now unlimited – if you finish your initial set of missions you can take new ones. No longer we will force you waste time on sailing to another to find additional supply of missions. Missions spawns are significantly improved – time is precious - you will no longer spend 20-30 mins reaching the mission. Missions will no longer spawn on other sides of large land masses. Group missions added (enemy types and rewards are not yet fully balanced- some missions might be very hard) warning - group missions enemies and rewards are not tuned properly. but feel free to try them. Other changes Sextant perk is now provided automatically by default to all new accounts Fleet perk for 1 ship is now added to all accounts by default (so new players can go straight to capping and looting) Small amount of low level NPC enemies were added around Capitals to provide additional opportunities for new players UI scaling options added to the game Additional flags added to DLC for some nations 1 flag was added to admiralty store for some nations, in the next couple of patches all nations will have 1 flag in the admiralty available for doubloons. Prices for basic resources were adjusted, blueprints for ships were adjusted to support the new damage model. Some balance issues with blueprints were fixed. Labor hours will be adjusted too in the next hot fix (did not get in this patch). NEXT HOTFIX Labor hours spent on crafting frigates and below will be significantly reduced. Labor hours generation WILL be increased 2.5times. Discuss.
  30. 40 points
    Captains Patch is being deployed today 26th of April Contents Mast hits are only shown for successful penetrations Depower (T) command has been reworked: It is now partially separated from the main sail control. If depower (T) is ON then your W / S command will only work with square sails If depower (T) is OFF then your W / S command will work as before. (raising all sails including staysails) This means you will have more precise speed management controls without the need for too many annoying clicks. Visuals of sail damage for some tutorial ships has been fixed Reset of Pursuit and Capture tutorial now also resets chain shots stock Fixed the bug with negative speed affecting the boarding ability Fixed indications on marks and battle stats after tutorial battles Reduced the minimal sail damage threshold back to the old level (we increased it to 40% last patch and it allowed too many escape options due to limited chain shot). Sail still cannot be destroyed fully (as even fully torn cloths still possess some driving power). The limit is now 28%. Fixed the bug that was allowing to receive rewards in the enemy port when passing the tutorial (getting you stuck in that port). From now on you can only receive tutorial reward if you have the warehouse in the port. Discuss. Update May 10th Assist threshold for mark distribution has been lowered to provide all participants of combat a fair share of reward Mast hits indication has been reverted to the old system, where you did not know if you penetrated the mast or not. Update May 16th Fixed crew damage participation in assists and pvp mark distribution Update May 17th Additional fixes for the ship capsizing bug Update May 30th Fixed the issue allowing killing and looting friendly NPC ships Update June 4th (server side update) Fixed the bug with extra experience for crew damage Team have decided to not revert extra xp gains received as a result of the bug, as it was caused by the developers.
  31. 39 points
    Captains. Patch was deployed today 17th of December 2018 New content and experimental changes. Sextant perk 2 points (price might change) perk will allow to determine your position at sea Shallow water based on draught of ships (experimental change) All ships below 4m draught will be allowed into shallow waters and shallow water battles This includes Cerberus Renommee Pandora Surprise (L Unite) Hercules and LRQ will be allowed into shallow port battles. Please make necessary preparations if needed. The game code has been almost completely prepared for localization. Localization/Tranlsation has started into main promised languages. Custom language file added for those who want to translate the game into any language for themselves or community or those who are not satisfied with our main english version To use the custom file for your version of the translation: Open folder Languages (currently Langs) Copy the file named _English.csv Paste and rename it to another name Translate or edit that file to the language you want Save it in the standard CSV format if you open it in the Excel (file uses UTF-8) Name of that file will be available in the general section of options in the drop down menu File will be working properly after game has been restarted. WARNING - This feature is for advanced users only. If in doubt - do not touch and do not save. If you screwed up the custom file and something does not work: delete the file you created. And restart the game. WARNING 2 - currently the file has some language IDs mixed up. Will be fixed in a couple of days. Fixes Important: Fixed the annoying redraw of all icons when dragging items between holds and warehouse. This will significantly increase the speed of item management if you have a lot of items in holds and warehouses. Fixed annoying blinking of expand button Clan leaderboards should now work properly and show statistics for the last 7 days (without weekly reset) Fixed the bug that does not allow to build buildings if doubloons are in money chest Fixed the bug that did not reset the exit timer when using grape against crew Fixed rare crash of client during teleports Fixed bug that closed port trade chat after sinking in the open world Fixed visual bugs of DLC flags on Essex Fixed bug that allowed the NPC fleet to reappear on the open world at the place of previous attack (if you sank any ship besides the flagship) Fixed the bug that hotkey did not work if you had tooltip active (when mouseover) Fixed the bug that did not let players pick rewards for previous challenge on the day new challenge starts Improvements Multiple minor fixes on the Port UI. Added new shallow patrol zone Deadman's Cay (+1 shallow patrol) New icons added to most trading goods New warning symbol D (damaged) under LEAVE PORT button to show that your or your fleet ship needs to be repaired. Added indication to Hunt and S&D missions to show 3 nearest regions where your targets can be found Improved performance of port UI Reduced FPS drops when opening windows. Improved the performance of drag and drop - holds and warehouses no longer hide behind other windows if drag and drop is in progress Barter resources are now spawned during the day (not immediately after maintenance) Loot from sealed bottles has been generally improved. Added 5th rate S&D missions in common non capital ports Hotfix 20th December Added FPS limiter in port UI (in graphical settings). This will help to reduce overloading of CPU and Video cards in ports. Hotfix 11th January Boading muskets bonuses and percentages was significantly lowered. (for example total firepower (resulting from accuracy and %) on Redoutable musket was lowered from 933% to 260%) Chests now appear more often in Hunt and Search and Destroy missions Victory marks cannot now be purchased for doubloons on the War Server (they still can be purchased in the admiralty on the Peace server in the PVE Exchange tab)
  32. 38 points
    Captains Patch 32 will be deployed today. Monday 20th May. Warning: 2 New ranks and updated crew requirements might affect your ability to sail the ships you sailed before, and recently reached that rank. Contents include Added the ability to destroy the investments made by the alliance of clans (available only to the clan alliance leader) Added Elite NPCs that occasionally appear on the map - The flagship of the elite fleet often drop elite ship notes comparable to ships crafted in fully invested ports (their loot tables will be expanded over time to have additional interesting things to be captured) this means you can get notes for 1st rates as well, provided you kill them Assists now counts for PVP Hunt missions Changed successful port defense cool down and attack cool down to 2 days. (previously defense cool down was 1 day and attack was 2 days) Added ship paint preview button that can show you how your ship will look like, if you have the same ship selected in port 2 New ranks added (Vice admiral and Admiral) Crew requirements re-balanced (XP thresholds are not final) and some ranks have their crew limits increased or decreased Here are the changes on the high level leadership limits Commodore - 700 Rear Admiral - 900 Vice Admiral - 1200 Admiral - 1500 Thresholds for new ranks are not final and might be updated once more before release, as additional rank of Admiral of the Fleet might be introduced, but we have not made this decision yet. Changed the hostility missions point attribution. Any kills for attacker only count to the mission taker clan (clan attacking the port). Any kills on the defensive side only counts to the port owner. Significant nerfs to mortar brig perks, accuracy and reload time were applied. Additional changes will be done by the next patch. Bugs Fixed bugs with the port investment features Fixed bugs that allowed you to sail with incomplete gun deck Fixed Hold optimization in instance Fixed names for forts and towers in the commander tablet (in case umlauts are present) Fixed the bug when forts and towers shoot your allies in instance Fixed the invisible walls that stop players to sail to north or east to places without any chance to return Whats next. Finalization of translation for all new features Final update on upgrades, port bonuses, limits to investments Final update on battle and kill XP based on final damage model Final update on economy and battle rewards and loot tables Stabilization of the release candidate and launch Hotfix 21 May Pirate ranks updated List of final ranks Thief Rascal Scoundrel Rogue Mutineer Rover Brigand Plunderer Raider Scourge Terror Curse NPC ships no longer can be sank by circles of death in patrols (closing a potential exploit loophole) Additional port investments bugs fixed Several UI bugs fixed Hotfix 29th May Patch is being deployed today 29th May Changes XP and real bonuses updated. Rewards for sinking enemy ships in reals increased. Granted XP (damage, crew and kill xp) and reals reward is now influenced more by the battle rating difference. If you sink cutters in a first rate you will get minimal rewards. If you sink ships of higher BR your rewards will become higher (up to 2x more) Example (numbers are for illustration purposes) Sink first rate in a first rate - you will get 1500 xp and 30000 reals Sink first rate in a cutter - you will get 3000xp and 60000 reals New guns added to drops from Elite NPC ships Obusier guns - similar to carronades but with less damage and higher crew damage Congreve guns - lighter medium guns with lower damage but higher reload Blomfield guns - lighter long guns with higher damage and higher reload Navy guns - Best in class long guns having increased damage compared to standard longs Reduced weight of elite ship loot notes Stability Changes to server infrastructure were applied to prepare for the release, additional instance machines acquired for initial tutorial rush Fixes Fixed bug which removed the player from the OW after exiting the game from the instance Fixed crashes of client on exiting the game from port Fixed bug which did not count the weight of the guns in some overloading cases Fixed bug that did not lock the fire zone when pressing left Alt Fixed bug that shown the incorrect number of decks when switching the ship Fixed multiple localization issues (typos, spaces, other issues) Fixed several interface bugs.
  33. 38 points
    Captains Patch has been deployed. Tutorial! Main goal of the patch is to test the tutorial and provide feedback on it (including ideas for new tests and exams) Tutorial can be accessed by pressing esc from the options menu Please provide feedback in this topic http://forum.game-labs.net/topic/24654-combat-tutorial-feedback/ Other changes 4th rate Epic Events added to map. Minor changes to crafting and NPC ships. Marines skillbook rebalanced to provide increasing variety in boarding set ups 2 new/old upgrades added to crafteable Light carriages returned Cannot join battle timer is now universal but only affects the attacker. If you as a defender just exited the port you can join the port battle as before. You can judge if you can or cannot enter the port battle by presence of the Port battle timer. Which activates after log in at sea or after exiting any open world battle or mission. LGV Pirate, Lynx, Privateer now have 20 permanent preparation bonus Wasa is now a third rate Indiaman is now a 5th rate Bots don't switch ships after boarding UNLESS they are sinking Forged paper are fully prepared for steam dlc (but store not yet opened) Carronades now penetrate better and their penetrations don't drop so much 1 pood edinorog (formerly 24lb edinorog) rebalanced to more historical parameters. Tow to port timer is now 5 mins (if you are stuck, you are ok with the longer timer). Please keep in mind that tow to port will significantly change after interface rework, as you will be able to switch ships at sea and move hold from ship to ship, allowing us to turn tow to its final role of unstuck. Deflationary events. Over time with introduction of new ships some parameters have increased and sometimes maybe too much. Its time for minor reductions. Base speed reduced for ALL vessels by 7% Thickness reduced and rebalanced for higher level vessels - mostly 5th-1st rates Leeway slightly reduced Discuss Hotfix Fix of combat and hostility orders entry. Fix for losing ships in port if you lost a ship in the tutorial Contracts for copper ingots can be placed now Port battle timer ONLY affects attackers of the port. Defenders can enter the port battle right from the harbor.
  34. 37 points
    Dear Devs I know these are not the best times in the world to make a topic like this but until I get an argument that crushes mine I cannot and will not stop fighting for what I believe is the only way to save this game. I will be blunt. You have dug yourself a grave with DLC ships being noncraftable. The issue you have created is that you cannot ever sell a dlc ship again unless it is balanced in the combat instance. If you release a ship like the Rattvisan and it is nerfed by design very few will buy the ship. If you make the Rattvisen balanced to other 4th rates like the aggy it will become overpowered in the economy because it doesn't need to be crafted. There are many players that are disappointed that you changed your mine about ship of the line dlcs. Personally I love the idea of ship of the line but unless they become craftable you are breaking your own game mechanics. When the community asked for a sandbox you said yes. When the community asked to be able to craft ships and you said yes. When you released 30 ships instead of the 10 ships that were promised noone thanked you for the extra ships. NOONE made a steam violation tread saying you released 20 more ships than promised. They did however go completely insane when you decided to release 1 4th rate as DLC. I know the world is not fair but some of us do know what you have done for us and we are grateful. So grateful to have a sailing game that is one of a kind with NO competition. Not many developers can say that about their games. This is however the problem. You spent years trying to make sandbox work in a very very difficult genre. No developer has ever done this before in a sailing game and you took the risks. The idea about your instanced battles in an open world is genius if you ask me. The 20min timers not :p I just don't understand why you are trowing all that hard work away with the completely broken DLC ships. DLC ships by design go against everything that crafting and eco is about. I know there are many players that dislike eco including myself but the game is eco focused. At its core trading and shipbuilding are just as important as the combat model. DLC ships bypassing crafting is a major issue that needs to be reverted or it will become such a major problem that you will have way bigger issues down the line. I want 1st rates as dlc. I want 2nd rates and 3rd rates as DLC. If all DLC ships are craftable it can work. It doesn't matter what you "promised" What matters to me and the majority of the community(I hope community agree) is that the game works. We want an economy that works. We want DLC that work. Both of these things can exist together but you are the only ones that have the power to make it work. First step in solving an issue is accepting there is one admin. You need to accept that DLC ships are gamebreaking. They break the fundamental core mechanics of Naval Action sandbox. That is Crafting and Trading. I implore you to change your mind. I do not know how many players like the current DLC model but liking has nothing to do with it. Game mechanics are MORE IMPORTANT than anyones convenience. By craftable i mean you get a ship permit when you redeem. (No free DLC ships!.)
  35. 37 points
    My post is below, but for those who will avoid reading anything longer than a paragraph, here is the short version of my proposal: Limit wood type choices when building Lineships (4th-1st rates) to only allow the heavier wood types: sabicu, white oak, caguairan and live oak. --------------------------- I have observed with interest the discussions about the combat model we are now testing on the testbed. I haven't gotten around to testing it myself yet, but I have gradually grown more positive as I've read admin's elaborations on his thinking on the matter. But there is one issue that, like many others, I foresee: speed-built ships-of-the-line cruising around the open world, able to run away from all other SOLs, and devastatingly deadly against every frigate, and at the same time with the ability to catch them. Should this really be a thing? If the new combat model prevents frigates from messing with SOLs, should SOLs still be able to interfere with frigate-combat? I seem to remember having seen some historical evidence that SOLs would not fire upon frigates in a fight, unless the frigate opened fire on the SOL first. So even in battles like the Trafalgar, frigates would fight frigates and SOLs would fight SOLs. If a frigate did fire at a ship-of-the-line the latter could return fire, and it would be devastating. Another question I have is: Why ever would a navy build a lineship, as expensive as they were, that would be unable to fight in formation against other lineships? What navy would waste their treasury on building a "fir/fir" Victory, that could hunt down frigates, but would be useless in the Battle of Trafalgar, or Battle of the Nile, when they could probably build five frigates to patrol waters against enemy frigates for the same price, allowing them to cover greater areas, be less vulnerable to ships needing replacement or were lost. Historically, ships did not last infinitely in service like they do in-game unless sunk. So my question is: Should we be able to build "light" lineships? My suggestion, though I put it out there without taking much time to ponder it myself first, is this: What if we limited possible wood type choices for Lineships to only the heavier woods? What navy has use for fir, bermuda, mahogany or even teak lineships? I would also take oak out of the question, because it can be farmed and doesn't have to be bought from the market. So that leaves us with sabicu, white oak, caguairan and live oak. Those, in my opinion, should be the only options when building ships from 4th rates and up. Frigates however, should have the option to use cheaper/faster wood types - for diversity and tactical choice.
  36. 37 points
    Hello Captains. Testbed will open next week and everyone will be invited to help us have a preliminary test of the forthcoming patch. The main goal will be to test Battle UI update, but captains will also be able to check out new trading and delivery missions (and localization). Captains who will fulfill the testbed requirements will receive rewards (Santa Cecilia and Paint chests). More information will follow.
  37. 37 points
    Merry Christmas and Happy New Year. Captains. Admiralty wishes you wealth, health and happiness in the 2019. Please accept the following gifts in the redeemables. Kiritimati Masts made from the strongest trees found in the famous Christmas island. Edinorog guns that will make your opponents fear your ship. Rare Christmas gift – Danish 2nd rate Christian. Redeemables must be claimed before 25th of January 2019. Attached - player made video of Christian by Captain Anolytic.
  38. 36 points
  39. 36 points
    Permits will be updated next patch. Do not spend marks or VMs on permits meanwhile. The following changes will be applied Only 10 ships will remain rare (we want them to be rare and precious), some performance stats for those vessels will be improved (especially rattles, niagara and constitution) Santisima Christian Bellona Constitution Endymion Renommee Rattlesnake Rattlesnake heavy Niagara All other vessels will lose permit requirements and will be crafteable Rare permits will be added to Gold and Silver chests so you can have a chance to earn them in PVE activities. PvP Admiral chest and Captain chest will have a 100% drop chance for one of the rare permits Admiral chest: line ships + 4th rates Captain chest: lightships frigates + 4th rates In addition to that (long overdue) the following ship notes will be added to the admiralty for combat medals for captains who wish to get those ships by in game means. (Prices are not final and might get adapted). Rattvisan - 300 cm L'Hermione - 200 cm Hercules - 150 cm Le Requin - 150 cm
  40. 35 points
    Identified the source of the bug that sometimes cause extreme angle of fire for NPC ships. It was caused by the change that fixed the cases when AI did not fire at all. Will be fixed as soon as possible.
  41. 35 points
    Hey Guys, I've created a Repair Calculator for Naval Action in Google Spreadsheets. So far I have not seen any tools for repairs, so I decided to make one. Test it out. https://docs.google.com/spreadsheets/d/1HFFJKiZW496Szf9qbO7m8p-EYgM08czwzjYDr_mR7b4/edit?usp=sharing
  42. 35 points
    Hello Captains Here is the information on the trading update patch. Every region will provide trading opportunities in unique resources specific to the region. For example resources unique for the Hispaniola region will only be available in Hispaniola. Trading prices will depend on distance from the source. The further from the destination you take the resource the bigger profit will be (even on the basic goods) Local goods become important part of the economy. Trading hubs will provide more trading or crafting resources if supplied by local goods. For example - bringing livestock from the nearby ports to the trading hub will help the port to produce more white oak. Common European goods will be introduced and will provide modestly profitable trading opportunities based on distance (horses, porcelain etc.) Rare more expensive European goods will spawn as usual and will provide good profits at medium distances and great profits if you sell them at distance hubs. The main difference with the old system are: More immersion and realism in creation of the trade routes and triangular trades. You will be able to find a working trade route and exploit it for your advantage. Resources will not feel random anymore - if you want a particular crafting good you can increase its output by supplying the port. Want pearls? - they are always in San Juan. Distance based pricing. No more extremely profitable 5 min routes. More influence on conquest. Hubs will matter more for taxes and control over resources.
  43. 34 points
    Captains. Next 2 patches 3 important things await us. Featured clans and rookie order list In addition to combat tutorials all freshly minted Master and commanders will get a short mission list that they will have to next One of the orders will be to join a clan (this will only be provided to players who are not in a guild). Featured clan list will be added to game and only top clans will be on the list based on pve or pvp or conquest or epic event achievements. We also request veterans and large clans invite people who passed the final exam to guilds and fleets (you can see their names in chat) he/she is definitely good enough to go straight to pvp. Open world UI update Partial UI update will be added to game for testing mostly covering the open world functionality and the map Real currency and denomination Current name for in game currency is outdated (it was always only for temp name). The game will move to a Caribbean currencies of the 18th century New currencies In game gold will be replaced by Real (or Spanish reals) Pieces of eight will be introduced (or 8 Reals Coin or piastr) Double Escudo or Doublooon (or Lous D`Or or Pistole) will be introduced Silver 8 Reals and gold double escudo will be freely convertible between each other, but they can only be received from the government (as rewards for battles or port battles or from mint) Money will be denominated (huge denomination will be applied reducing prices to the 18th Century Caribbean levels) New building will be introduced - mint. Mint will be required tomake coins and will require victory marks to build Crafting blueprints updated for ships and shipbuilding materials Mission rewards/pve rewards/pvp rewards changed Old legacy coins and ingots removal Current Gold Coins and Silver Coins will be removed from game (you can start dumping them or use for craft if you have huge stocks) and stocks left will be compensated at denominated prices Current gold ingots and silver ingots will be removed from game and mines will be removed (and building costs compensated)
  44. 33 points
    Captains Patch has been deployed over last two days Contents Massive Paint Update Almost 190 paints were added to Paint DLC and Paint Chest Total number of paints provided is 200 with 10 reserved for testing for future usage for refits and ship variants. To keep the Paint Chest drop rate sane the Paint Chest now drops 2 paints. Bug reporter fixes Fixed trading bugs with paints Multiple Localization fixes were applied More information might follow but i am travelling in Kazakhstan and have bad connection more often than not. Please post bugs and issues with paints in this topic or in the support section with individual paints problems. Propose new paints in the Paint proposals topic. https://forum.game-labs.net/topic/30918-paints-paints-paints-paints-proposals/
  45. 33 points
    It seems the latest changes to the ability to level up using the crafting of hull/rig/rum is a step in the wrong direction. It used to be way back when, we crafted subcomponents for a ship, that crafting credit for leveling up was given for taking the time to build different necessary pieces for building ships. Of course, that all went away when the subcomponents for ships was eliminated. But no one really cared since most of the folks who crafted ships already had achieved the maximum crafting level. With the elimination of the ability to level up by crafting rig/hull/rum the only way to level up is for everyone to build a shipyard and level up that way. Of course, this is in direct contradiction to the way the game truly forces a player to become part of a clan and work with their teammates to put in the amazing amount of resources required to build a port up to a max level. In effect, players (especially new players) are penalized for not building a shipyard to level up. I mean what about crafting guns, isn't that part of what it takes to put a good ship to sea? I mean it takes a significant investment in creating a forge, a coal and iron mine to be able to craft guns. How about that? I mean how many people (yes i know a few) who sail warships around without guns? How about permanent mods? Don't you need an Academy or Workshop to do different levels of crafting there? Gun and Mod crafters all help in the development of ships, by contributing pieces to the overall ship completion. I request that the developers revisit and rethink the crafting credit system and provide a more meaningful and reasonable fix that will allow those who chose not to build a shipyard, at least in the early days after release, to gain crafting credit for the work they take on to help their clan build a completely outfitted ship.😠
  46. 33 points
    On the issue raised by @HachiRoku @Anolytic and many other captains. There was a proposal on this forum (i think it was @OjK but can be mistaken) Proposal was this: sell the permit that the player then will craft (unique ship but still participating in the economy). Initially thought a great idea. Evolution of imported (DLC) ships thinking was this. Premium ships was announced when we did not even think about the open world (in 2014) Premium ships were initially thought as unique status items, a more beautiful alternative. Some ships introduced over time were not crafteable (Wasa, Hermione) to give us the option to add them to premium roster without taking away crafteable ships. First experiments were ran with Hercules and LRQ (it wa good to do it in early access as many things were discovered and learnt as a result) Now many players say that DLC ships reduce the role of the economy, and that there should be deep and interesting MMO economy. But let's get this straight. Crafting was introduced last, and is a least cooked feature, as all focus was always on combat model, rvr and ROE (lately PVE). Hauling was somewhat forced onto players because some time ago we wanted everyone to be the target. And here is the main discovery. Players do not buy DLC ships for uniqueness. They do not buy them because they are stronger or weaker than others (there is always a better crafted ship, sometimes 5/5 crafted ship). Rattvisan is definitely not the best 4th rate. They do buy them to support developers (thank you everyone for support) And they buy them to avoid participation in the exciting economy (mainly hauling). Trading goods is rewarding and has both risk AND profit. Hauling goods for crafting is boring, not exciting, is risky but gives you no real rewards (you make a ship that you will soon lose anyway). Thats why making permit based DLC ships is not going to achieve anything. Thats not what customers want. Now. Here is the rug change that will tie the room together. Port investments will remove hauling requirements for basic resources for all players who play with friends or have friendly clans in the nation. Clans (and you can have a small clan and capture a distant port to use it) will invest into production of all basic resources in their port defenses to protect it shipbuilding to improve ships built in this region. By doing so - player will get ALL basic resources in one location, completely removing hauling requirements out of the picture. Saving time and getting ships by just spending LH and cooperating together to get rare woods if needed. Clan can decide if they want these investments to be available to them only, to friends or to everyone who can build in this port. As a result. Clans who developed the port will be able to get ships with one click. Enemy clans who do not want to spend time developing ports can try to capture the port from the enemies (why build if you can cap). There will be a lot less time wasted on hauling and more fighting.
  47. 33 points
    Captains! Emergency patch will be deployed today Fixed a sneaky bug, that got in recently; bug that did not allow battle entry on the side of the smuggler Smuggler flag has no influence on battle flag from now on. If a brit attacks a french smuggler a battle between britain and france will be created, not brit vs pirate flag as before. As a result several other things also got into the game. Battle rating for vessels has been tuned to incorporate long range dps and alpha Port battles BR adjusted generally was slightly increased for deep water ports - from 5 to 15% more variety in BR were added for shallow water ports BR influence on attacking in OW slightly reduced BR difference influence between solo ships greatly reduced 100BR is now enough to attack a lone 1st rate Influence of numbers for BR group modifiers was slightly reduced You only need 13 santisima trinidads to attack 25 santisima trinidads Prolific Forger DLC has been added to the game. Prolific forger grants access to permanent forged paper that can be used every 30 days to change nation. as usual - we are adding a teaser from the new UI Update: Treasure island port battle BR limits North Inlet - deep water - 2570 Kidd's Harbour - deep water - 2520 Rum Cove - shallow - 1110 Update: Hotfix is being deployed Emergency fix of the port control user interface that helps clans owning more than 28 ports Sealed bottles loot have been improved Logs added to battle joins to help find the bug with disappearing buttons Determined defender is back
  48. 32 points
    Captains NPC positioning changes next with Port UI patch. Feel free to use this information for changing locations for your future activities. One Port - One Flag. NPC fleets will carry the flag of the port they are assigned to. Dutch ports will send out Dutch traders, Dutch combat patrols, Dutch fleets to sea. Sail along them to get extra protection when trading or returning to base. Of course traders and NPC patrols will venture to enemy areas, but expect to see mostly Dutch ships if you are sailing through Dutch coasts. Regions Matter To help players find their perfect hunting spot, to help with search and destroy missions and to provide natural chokepoints and meeting places for players certain classes of NPC ships/fleets will now prefer to sail specific regions. For example: Yucatan Region, Hispaniola, and Lower Antilles will mostly have 1-3 st rates ship of the line sailing solo or in fleets. Missions currently avoid this requirement. Kill Missions will continue provide targets based on mission not on region.
  49. 31 points
    It is my view that such arguments are best made with visual aids. So I was going to make a video showing the difference between port bonuses and no bonuses in surprises. However @dron (<3) put a stop to that by sinking both test ships… And I haven’t gotten around to making a new test. But the argument is already raging about the portbattle of Les Cayes, in the wrong topic. So I thought I’d redirect that discussion here and sprinkle it with a few facts. And these recent port battles will have to do as demonstration. Here is my ship from Les Cayes PB: Anybody want to trade? The fact is that for each of the battles of Nassau and Les Cayes I constructed 8 new ships with port-bonuses (only one was better than blue). That is, less than a 3rd of each of our fleets was new ships with bonuses. So, did they decide the outcome of the battles? In Nassau it’s a clear NO. In Les Cayes, the answer is both yes and no. Without them we might have lost some ships, but the brawl was still decidedly in our favour. But let’s discuss the particulars of the battle elsewhere. The fact is the stats on ships with port-bonuses are very high compared to those without them. Just looking at the stats it’s like having a ship with 10 upgrade slots and all elite upgrades. Just to highlight a few stats, the 5% speed boost of Sailing Bonus 4, or 10% armour thickness AND HP of Hull Bonus 4. Port-bonuses seem like a good idea for content in principle. But they need to be nerfed. And they need to be accessible to all, dependent on effort, not nationality. I know that port-bonuses will be changed next week. But I don’t think that it is enough. No ports should have more potential for greater ship-building than others. But the full potential of a regions should only be realised through the development of dependent ports in the county. Making other ports on the map more valuable than now. Notice how some nations have not even bothered to take the ports around their county capitals yet. If we want to have some special ports that are extra attractive for conquest like now, make it through convenience and profit. Give them more profitable trade-goods and make it so that ship-building in those ports require less hauling of resources and less logistics than in other ports. Right now a few nations can take all of the 55-point ports and monopolise the production of OP ships. Skewing the balance of PvP and RvR alike. People ask for something to fight for. But I remember in 2016 when there was no exclusive resources and we all fought more than any other time just for dots on the map and our names on the Lord Protector list. And I also remember other times in the game, and how troves of players, even entire clans, left nations or left the game over the loss of these pixels which suddenly had become more than just pixels, but prerequisites for gameplay on even terms. We should not go back to the times when RvR was about the destruction of communities rather than fun fights. If you loose one crafting-port, you should be able to set up your facilities in another one until you can get the first one back.
  50. 31 points
    @admin Please let Players place contracts in Ports to buy Ships like we already can do with Ressoruces and other Goods. I craft Ships whenever i can. And Currently i have to announce the Ship in Global Chat or hope taht anyine stumbles over it i the Freeport Shop. If the Players can Place a Contract with the Ship they want, including Woods, Upgrades, Guns and the Prize they are willing to pay in Reals or even Doubloons (Or even PVP and Victory Marks) it woud allow crafters to build exactly taht Ship. Right now i might build a Ship nobody cares about. And since some Ships need Permits, it a hughe waste of time to build a Indefatigable with the Wrong type of Woods. Wich is alway a matter of Opinion. This woud skyrocket PvP and Crafting, because Players woud be able to Pay , for example, in PvP Marks and Reals, allow Crafter to get PvP Marks without spending too much with PvP (If they dont want to)
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