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  1. 107 points
    Sparse info on this feature went out in the Russian forums so we must share it with everyone. We are working on the very big feature now which was taking 90% of the time for the devs and art team. The feature is in development in secret since October. We have taught the engine to pull the land from our procedural map into battles. If you attack a player in the hispaniola channel you will fight in the hispaniola channel. If you attack a player in a narrow passage you will fight in a narrow passage. Attack a player near land if wind blows towards land he will not escape. Port battles harbors will be based on our map harbors making some ports extremely easy to capture and others impossible to capture. Attack someone near a shore battery spot and you will have to fight under battery fire (this will allow us to eliminate reinforcements button). This will change the gameplay completely and might ruin the game. Or will make it awesome. The feature is in internal testing as there a a lot of spawn problems to be solved. But it plays and feels epic. ETA Unknown but hopefully by mid spring it can be given in experimental build for testing.
  2. 105 points
    Hello Captains. This is an important announcement on the asset wipe. Most importantly - your xp is safe. Bad news All assets (including money) will have to be removed from the game. We tried hard to find the way to keep the assets, but unfortunately due to the sheer volume of resources accumulated during experiments (which sometimes provided too much money or resources or both). In addition to that keeping resources will not allow us to properly test the economy changes, ship changes (including 1 durability), upgrade changes, npc resource distribution. All assets will be removed. We will provide 4 ships of various rank as redeemables to all players to give some head start. Good news We mentioned some time ago (several times) that all participants of the early access will receive rewards for all the pains endured during this hazardous voyage. Today we can announce a first exclusive reward (there could be more) that all players who have owned the game during early access will receive. Pandora - beautiful, fast and agile light frigate famous for the search for the Bounty after her mutiny. The ship will be delivered on release of the game or maybe earlier (for testing). It will be added to redeemables in one of two forms (we do not yet know which and will provide more information on this closer to release) un-tradeable permanent blueprint, or an eternal redeemable ship similar to the yacht. Timeline (timelines are not final) Series of patches will be applied to testbed by the 10th of April (last patch to testbed was applied on 27th Feb) Asset wipe by 19th of April Preparation of the server merges and reorganization by 19th of April Opening of servers 19th-20th April We understand that the action we take could be painful but it is absolutely needed for proper testing of the game before the release. Thank you for your attention.
  3. 86 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. 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.
  5. 83 points
    Captains Patch is being deployed to live servers What's new Special event added that will happen from time to time somewhere in the Caribbean Knowledge slots previous ships unlock requirements removed from the game, ships still have knowledge slots and require xp on this ship, but don't have pre-requisites PvP marks and PvE marks removed and replaced by Combat marks PvP kills now give 2x combat marks to the previous pvp marks (if you got 2 pvp marks for kill you would get 4 combat marks) PvP marks conversion added to convert left over pvp marks into combat marks Rookie Brig and Rookie Snow added to low level missions Added the ability to switch ships with fleet in ports (even without outpost) Skillbooks and Books now provide a tool tip in the admiralty/pirate den store (to see the requirements and bonuses place the mouse over the result of the exchange in the right window which appears after you click on the skillbook or book) Book tab is added to port store Improved (relaxed) speed requirements and time requirements to pick up loot from sinking ships Fixed bugs Fixed the bug that did not transfer the crews between gunnery and sailing crew focuses when you had extra crew Fixed the bug that did not start the storm preset in the instance Fixed the bug that did not apply hold optimization bonuses in the instance Fixed the bug that did not repair ship in the OW if you had minor damage Fixed the bug that you could sell items to port if the port was not supposed to buy those items Fixed the bug that did not let you place contracts in neutral ports Fixed the bug that sometimes locked the amounts you could sell to 1 Fixed the bug that did not start the port battle if the port battle time fell onto the port battle lock down times (1 hr before or 1 hr after of maintenance) Fixed the bug that blocked purchase of 36lb guns under contracts Tunings Hull repairs, Rig repairs and Rum are now placed into consumables section in the port Trading goods consumption by Npc traders slightly increased Furnishing requirements for 4 lower level vessels reduced Several ships were removed from NPC stores to promote crafting, the margins for the remaining ships were reduced Removed explosion strength from basic cutter Reduced resource requirements for 7th and 6th rates Minor speed rebalances were done for Bucentaure, Pavel, Endymion, Wappen, Agamemnon OW speeds slightly rebalanced
  6. 81 points
    Patch will be deployed tomorrow 19th May What's new: Closing server PVP 3 EU mirror PvP 3 EU Mirror will be closed down during patch deployment. Player assets will be moved to accounts on PVP EU 1 Most assets and currency will be given to players as redeemables. More information and details on the process are posted here http://forum.game-labs.net/index.php?/topic/13913-important-announcement-pvp-eu-3-server-closing-and-merge Damage model 5.0 Penetration models were completely overhauled All last remains of random factors and probabilities were cleared out of the code base to make damage purely skill based. Cannons have penetration numbers based on historical data (very close to admiralty test tables) Armor width is added to ship parameters and effective armor based on angle of hit is added as well. Masts have received thickness (in addition to hp) - no more 1km demasting Modifiers of wood types have changed Fir = -10cm Oak = standard Teak = +5cm Live oak = +10cm Detailed description is in this topic http://forum.game-labs.net/index.php?/topic/13934-damage-model-50/ New damage system was extensively tested by our QA and us, but of course it still requires final tuning based on player feedback and results. Expect potential problems and unbalanced ships or gun types. New ships added Player voted ship: Rattlesnake - sloop of war Player voted ship: Chapman's Indiaman - combat trader Changes in port battles There are 3 types of port battles now. To give frigates more intensive testing of the damage model and to give more options for frigate captains. Shallow water ports - no changes Medium depth port battles - Cerberus to Ingermanland/Constitution Regional port battles - Cerberus to Santisima Defense timers cannot be changed by defenders after they were picked the first time. Choose them wisely. Changes in battle entry, reinforcements, and capital waters Captains wont be able to enter battles immediately after log in, port exit or sitting in battle result screens. To do that the system of invis/invul has beend changed. After login or port exit or battle exit you will not be able attack or be attacked for 30 seconds. 120 sec invulnerability timer wont let you enter battles. This will completely solve hiding in battles issues. Positional reinforcements system has changed closer to the old method. Captains wont be able to position themselves ahead of the enemy. Captains can only reinforce battles from defined zones that will be visualized on the map. Capital water protection system changed. You can attack enemy ships in your capital waters. Not only that. That battle will be opened for 1.5 hours and reinforcements will be fully positional during the whole battle time. Other changes Spyglass added to open world Clan warehouse added to the game Clan tag is now showing on the open world Ports will sometimes purchase ships from players on the auctions Fleet orders will now scale based on your group size All orders after their start will be open for your nation for 2 mins to allow bigger engagements We are doing certain experiments for xp for travel for future exploration and other features System allowing a much stronger side to exit battle has been reworked. We now take into account only starting battle rating difference situation at the start of the battle (previously it was dynamic). The rest works as before. If you were attacked by a weaker force - stronger side could deny battle and exit during first 2 mins (this is a legacy feature somewhat reducing the effect of trolling by light ships). Exit timer is now going to reset if you are taking water. This will help in group battles where you always had to keep destroyed enemy tagged. Mortar brig hits will now generate leaks under waterline if it penetrates Teleport between outposts(docks) is now without cooldown Teleport to capital (unstuck) is now possible only with the empty cargo hold Fixed bugs: Certain CPU load optimization was implemented. Fixed camera bugs on Essex Fixed bug with time bonus on Steel Toolbox Fixed main camera bugs on the Mortar Brig Fixed reload bugs on Mortar brig Fixed several lightning issues on Mortar brig Fixed bugs causing distance problems on mixed decks Several sound bugs fixed Tunings: Ingermanland и Constitution are now built on 2nd level shipyards (because they are 4th rates) Ports will stop buying resources if NPC stock exceeds 25000 - further changes to economy will be done in the next patch Broken rudder bug fixed (it was not giving enough penalties) Repair kits are removed from loot Minor changes in pricing of blueprints and ships were done to allow faster tuning and design changes Num Enter on keyboards can also send messages now 2 important exploits were fixed thanks to the Captain qw569 Multiple headspinning bugs were introduced Next content patch will be deployed in a month. Before that we plan to issue 1-2 hot fixed to finalize damage model and several other things.
  7. 80 points
    Dear Captains. It is an important announcement. As promised last Autumn - we are bringing significant changes to your vessels that will streamline and improve the experience removing a lot of pain points from ship fitting and crafting. It will also solve the problem of ships being less expensive than some upgrades. Here is what will happen. Ships Ships lose their quality levels - as it was deemed redundant All Ships become have 1 durabilty as it should have been from the start All captured/crafted ships are grey You accumulate experience level sailing that particular vessel By sailing that vessel you unlock better options for that vessel class. If you lose that vessel in battle you still have that experience and can use those unlocked better options in the future. Example - after a lot of months at sea in the surprise your surprise will surprise any fresh leda captain, if you lose that surprise you still know how to sail it well. You don't need to search or worry for rare upgrades anymore (if you have them) Upgrades Upgrades/refits are no longer craftable. Upgrades/refits lose the quality level and no longer can be lost. Upgrades/refits finally have size requirements. (large pumps can only be installed on large ships) Upgrades/refits can be received in the admiralty and/or as loot items Upgrades/refits are basically turned into ship skills Example: If you have Spanish Silk Sail and a Naked angel figurehead - you won't ever lose them if you lost your ship Crafting Regional bonuses turn into refit items/blueprints Shipyards will be brought back Example: You can buy bermuda refit in bermuda, bring it to shipyards in Port Royal and refit your ship there These changes will make all existing ships obsolete and impossible to use due to database structure changes. As a result all ships and upgrades will be removed/deleted from the game ETA - Estimated time - within 30 days but not less than 2 weeks from this announcement. Changes will be rolled out to testbed first All current crafted or captured ships will be removed from the game All Upgrades will be removed from the game All Permanent upgrades will be removed from the game Ship blueprints will not change significantly so you can and are encouraged to stockpile resources and materials for ship crafting after the wipe. Apologies for all the inconvenience caused.
  8. 80 points
    We come across such messages sometimes. Would like to comment on slow game development and delayed patches statements as they come up from time to time (sometimes sprinkled with low content point) We are not "No Mans Sky" and want to manage expectations. Undepromise and overdeliver is what they teach in good business schools in the East Coast. So here are the responses. Slow game development There is no such thing as slow game development - its either being developed or not being developed (moving or not moving in relation to the reference point). Einstein got famous for his relativity theory. Partly he talked about that speed is relative to your reference point. If your reference point is fast the rest will feel slow. But with art and development there are usually multiple reference points. All the reference points tell us that others are being slower (worse). Sailing ships were done before but were never done in our level of quality in a multiplayer environment, and all the other people who took on this subject were slower (and crappier), The only team who was able to deliver a beautiful (and not a multiplayer) game was Sid Meier/Firaxis. It was not his first game and it was not their first sailing game and Sid had at least 50 devs working on Pirates. Other developers for other games are mostly slower across the board with some exceptions, but those exceptional teams are usually bigger. We are one of the fastest in the indie field. To put things in perspective - we delivered more ships over the last year than whole Euro Truck Simulator 2 has (they have 13 vessels/trucks) with their large development team. Yet some say we lack speed in adding content. But: It could feel slower because of open development for 3 reasons You see everything. You see good things and bad things. Its open development - sometimes you are watching paint dry. And it needs to dry. To avoid this - don't buy early access games. You want patches and because they require checking - every patch wastes at least 1,5 week on internal tests. Its a lot of time: 9 patches = 3 months of programmer and qa time wasted on checking instead of getting something new done. If we were not patching we would deliver more (or if we were not afraid to give out broken builds like we did before release). We listen to the community and react to things community thinks needs to be done (some of those things are perhaps not improving the game much). For example alliances. We spent lots of programming time on alliances. Did they make the game better, yes for some. Did they really really make the game awesome? No. But the majority voted for them. Thats why you buy early access games - because you want alliances and get them. (Now is the perfect time to go rate the game if you have not done so). Or maybe it feels slow because you are a top class fast and clean code programmer who wants to join our team? Delayed patches There are no delayed patches because we never promise any dates. We indicate that we want to deliver a content patch once a month, but we have not signed to any schedule. Everything we promised for this game was listed on Steam Greenlight page and is already over-delivered. Check this out. This is what we promised and delivered. https://steamcommunity.com/sharedfiles/filedetails/?id=259130636. Store page reflects it as well. There are no empty promises of some magical potential. The only lacking thing is the interface. We over-exceeded the promises and are already sailing in the blue ocean of potential driven partially by the community. Whatever we do now with the game under guidance of the community is extra content, surprise content that was never promised before.. Overall. Steam recommends players to buy early access games based on what they are now and ignore any potential (remember that your brain always draws the perfect game in your mind). If you like what the game is now - buy it and enjoy what it has now. Ignore any potential, as it might never happen, But if it will you will be surprised and happy.
  9. 78 points
    A free exchange of ideas is essential in development of the game and community. Here is the simple guide that will help you understand what this forum is and what this forum is not This is a Game - Labs, Inc development forum and our goal is to limit unnecessary friction, which will only delay the development. As a result discussions that do not help to make the game better or make community worse (for example lack of respect to other members) will be removed and members who do not make this community a nice friendly place will be removed. Here is the list of simple rules. 1. Respect The goal is to support open exchange of ideas, and a venue for the discussion. We understand that there could be conflicts that happen when people voice opinions. This is a nice and a friendly community (mostly). Users are expected to be courteous when disagreeing with others. Update: forum and game has zero tolerance for assholes and jerks. Policy for Assholes, shitposters and jerks is simple: ban first, ask questions later. 2. Ranting and trolling A rant is a post that is filled with angry and counterproductive comments. Rants are disruptive, and incite flaming and trolling. Trolling is when you structure your posts to anger and insult other players to achieve an emotional response. Please post your thoughts clearly and avoid trolling. 3. Personal attacks, racism and discrimination are prohibited Personal attacks are posts that insult another forum user directly or discuss user’s personal life or situation. Posts that include race, religion or sexual preference based personal attacks and trolling can result in immediate suspension. Such behavior will not be tolerated and can cause immediate ban. 4. Discussion of real life religion and politics is prohibited. 5. Profanity/Cursing. A well timed curse can lighten up a conversation in combat, but use of profanity directed at other players is prohibited. This includes the partial masking of letters using numbers or alternate symbols, and any attempts at bypassing the profanity filter. Use of profanity is discouraged on forums. 6. Posting of personal information is prohibited. The posting of personal information including but not limited to personal contact numbers, email addresses, account names and passwords, home addresses and real life names is strictly prohibited. Game-Labs respect the right to privacy, and will not tolerate posting of real life personal details. 7. Posting of private communication is prohibited. The posting of private communication between the moderators, developers and administrators and forum users is prohibited. Posting information from private subforums is also not allowed. Breaking of rule 7 may result in removal of all posting privileges. 8. Discussion of moderation, warnings and bans is not allowed. Such matters shall remain private between Game-Labs and users. The discussion of forum moderation actions usually leads to flaming and trolling. That is why this type of discussion is strictly prohibited under the forum rules. During the development of the game there is usually no way to appeal. 9. Spamming is prohibited. 10. Redundant threads will be locked. Please use search find information you want to discuss. A lot of threads on the same subject delay the development and wastes resources causing lots of good ideas to be lost. Please keep discussions regarding a topic to a single thread. 11. Player experience and new player experience. Experienced players are encouraged to participate in assisting new players. Players taking a lead in help chat will be rewarded by rare ships if they are pointed to us by the community. Confusing players with incorrect information on purpose is not allowed. Spreading false information without factual video proof is not allowed (this includes information about non-existing cheats that some players love to explain their losses with). Spreading false information ruins experience for others - such players will be banned from chat and forums. 12. All posts must be related to Game-Labs products. Posts regarding other companies and products or services are prohibited and any content of this nature will be removed. Posts regarding other games are however permitted in the Tavern for the purposes of discussion only. Self promotion is not allowed. 13. Off-topic posting is prohibited. Off-topic posting is permitted within reason. Deliberate attempts to derail a discussion may result in deletion of comments. 14. Ban evasion is prohibited. Bypassing a suspension or ban via the use of alternate forum accounts can result in permanent revocation of posting ability. 15. Abuse of Game-Labs employees and forum volunteers is prohibited. We have a zero tolerance policy on abuse of employees and volunteers. This includes but is not limited to personal attacks, trolling. Forum is a place where players and developers can exchange ideas in a constructive manner with the only goal to improve the game. Players who attack or abuse employees or volunteers, will be permanently banned with no right to appeal. 16. Posting of inappropriate content is prohibited. The posting of pornography, discriminatory remarks which are sexually explicit, harmful, threatening, abusive, defamatory, obscene, hateful, racially or ethnically offensive as well as excessive obscene or vulgar language, posts which discuss or illustrate illegal activity, or an instance of providing links to sites that contain any of the aforementioned is strictly prohibited. 17. Forum format. It is much easier to follow a topic, when it is formatted properly. Please edit quoted messages to not post walls of texts. Avoid epileptic gifs and large signatures. If you are in doubt - that usually means your signature picture is already too big. 18. Naming Forum Accounts. (update October 2018) If an Account is assigned a name which is not in compliance with the established protocol, a warning notice will be issued. Account owner must change it as soon as possible. In case of ignoring the warning or repeated offences of the naming rules, an Account may be blocked. The following types of names of Accounts are prohibited: directly or indirectly offending another person or a group of persons or containing profanity; or having a hate speech / racist nature or discriminatory of any social group of people; Containing the real, in game, or forum name of a Forum Administrator or Moderator, or directly or indirectly alluding to ownership of the Account by Administrators or Moderators;  containing information that violates applicable law or ethical conduct norms The Administration of the Forum reserve the right to make a final decision on the compliance of the names of Accounts within the rules.  Warnings and bans Policy The list below shows the structure of our warning and suspension policy. This policy may be bypassed completely in favor of permanent revocation of a forum user’s posting privileges. We use automatic point system and if you accumulate enough points automatic punishments will apply. If you believe you were punished unfairly send message to forum mods or admins explaining the situation. People can make mistakes. Additional warnings can result in a permanent ban depending on the severity of the case.. Suspension & Appeals Forum users are fully entitled to appeal against any actions taken that result in a warning or suspension of forum posting privileges. During the development of the game the only way to appeal is to write a letter explaining the situation to our general support emails. Game-Labs will make a decision based on the case presented. Decisions regarding the status of forum posting privileges lie solely with the community management team, and any decisions made are final. If you are suspended you can ask a reputable captain to make a case for you in the Tribunal section of the forum. Appeal can also be done through the forum support section Permanent Banning & Appeals A permanent ban is only issued in severe cases where a forum user has grossly violated our rules. Permanent bans are final in the Sea Trials until release of the game on Steam. Complaints If any forum user has an issue or complaint regarding the conduct of our moderators please send us an email, or ask in the forum support section. Any complaints received are taken extremely seriously and will be fully investigated. Rule set will be updated regularly. If a situation is not covered here, post the case in the Tribunal forum.
  10. 76 points
    Hello Captains and Gentlemen This is a first attempt at a devblog. We are planning to deploy a big content patch within next 10-14 days. We will freeze the build for the hot fixes on friday and start testing new content. Last hot fix could happen on Wednesday and will provide chat fix, in game mod colors, and port battles trolling fixes. After that no tunings and hot fixes will be possible until the big patch is out. If the patch is delayed everything is delayed. Content patch discussion New store interface. We wanted to improve the store information for players making purchase/sale decisions and improve usability a bit. In the new interface you will be able to see the amount of goods bought and sold at that price level and will be able to purchase everything in one block (no more unnecessary clicks if you wanted to buy 2000 of something - if someone is selling 2000 items you can buy it in one block). In addition to that you will be able to see top contracts and player names placing those contracts in case you want to trade with them in private. New battle crew management - BIG CHANGE Crew focuses have been reworked completely and became more realistic. They will now work as toggles – instead of absolute choices. Previously all tasks were fulfilled with penalties starting from zero penalty to 100% penalty in a linear progression, and you could only improve a certain task while reducing the benefits on another independently of your crew size. In the new system: All main tasks have a certain allocation of crew depending on ship type. All main tasks have a minimum and optimal size of crew required. Optimal crew – task will be fulfilled at max speed Minimal crew – task will be fulfilled with penalties Less than minimal crew – task wont be fulfilled at all. Sailing, Gun reloads, Repairs, Leak fixing is atomized and all of them require a min or optimal squad. The crew requirement is the sum of individual crew requirements. Switches between crew focuses take time and the bigger your crew the more time it takes to reposition the squads from task to task. If you have full crew you can toggle optimal performance for all tasks. The main differences lie in the changes to gunnery. We will try to explain it in simple English – if we fail please rephrase for us in comments and we will update the text. Previously all guns were reloaded simultaneously. If you did not have enough crew it affected ALL guns. It was unrealistic and unhistorical. In the new system every gun works separately and has a gun crew allocation. All guns are loaded gun by gun if you have minimal gun crew. How it will work. Example: You first rate have lost most of the men and has 20 men left Current old system: Ship suffers enormous penalty depending on a crew focus. All decks are affected. If you have switched on the gunnery crew focus you never reload anyway. New system: Penalties and reload will depend on the gun composition of cannons for this particular vessel. If you have 20 men left and switched to a gunnery crew focus it will be enough to reload 2 heavy guns per minute allowing you to fire them individually. All guns have a minimum and optimal crew requirements and the gun composition for the vessel will become extremely important in battle. Equip lighter guns – you will have more flexibility in choices when you start losing crew. Equip heavier guns – you will have to manage the crew. Certain ships will become impossible to sail without extra crew management. Repairs/Survival changes Survival will also start working differently. If you have only 1 leak it will take only 5 men to repair and will not affect other sailor/gunner crew composition. If you have 90 leaking holes you will have to find 450 men to plug them in. Repairs also will be affected. If you are repairing Victory you might need up to 30% of crew to repair 15% of the integrity (number is arbitrary at this stage). These changes will also allow for interesting options in improving repairs in a realistic way. Sailing Sailing is simple and works similar to guns. You have a % of crew required to work sails and if you don't do any other tasks you will not suffer any penalties to speeds of raising sails or turning yards. If you have enough crew you can work sails and man guns at the same time. Boarding Boarding crew has to be allocated before the boarding. And the main difference with the old system is this: if you have enough men you can shoot guns and have boarders ready at the same time. Some ships with low number of guns will shine as a result – lynx is the best example. And it will allow you to board when you are sinking (sending some men to repairs and the rest to boarding party). In the future we add the following changes to the boarding – but they wont get in next patch. Only prepared boarding crew will fight in boarding for both sides Fire deck guns will be moved out of the boarding interface and you will be shooting actual guns with their real reloads and performance. If you don't have crew allocated to guns you will not be able to fire during boarding. Disengage duration will be affected by several commands and factors. Players wont be able to disengage in certain situations unless they are pulled away from the vessel by friendly ramming. Production buildings Production buildings are still tentative and might not get in next patch. Please leave your feedback on how you want production buildings to work in the following topic http://forum.game-labs.net/index.php?/topic/10386-production-buildings-discussions/. We will of course try hard to make them happen in Feb but not sure about it. New ships 2-3 new ships will be delivered after the patch – as they need more time to be tested and fine tuned. Most likely candidates are improved Niagara that will be boosted in certain areas based on the player feedback and Essex Frigate. Gameplay tuning Ship curves and turning adjusted to more historical levels (right now a lot of heavy vessels have excellent performance close hauled which is causing problems) PvP rewards for kills/assists – we will start granting additional monetary rewards for kills and assists in PVP. Current state of things is unsatisfactory for the pvp player: if you pvp solo or in a small group you are usually without money and cannot afford ships. BR changes for vessels Shorter entry timers for missions/events/ow battles to provide more control for solo/small group players. Combat tuning We want to increase importance of positional damage - raking and reduce importance of broadside damage slightly. Captains should tank with a broadside not with a stern/bow. This will be achieved by the following. Significantly increased cannon damage from raking fire Lower rudder HP Increased broadside planking and class for all vessels Mast/Sail repair on long cooldowns Demasting became a dominant strategy and does not give many options for the person on the receiving end. We know that many will say it is a wrong choice – but giving the player the option to recover masts in battle at least to a certain extent will bring more variability to battles. Our proposal is this: Bring back cool downs for hull repairs and mast repairs: Cool downs should only work when the player is on the exit timer – if you are out of combat. If enemy does not pursue you in battle actively you can disengage away wait for 10-20 mins and get another repair chance. Captains who participated in the previous repair discussions actively can bring back their ideas into the discussions here. Cannon fire improvements. We want to give more penetrating power to all cannons at very close range, reducing it for some cannon types at longer ranges. After artillery rework last year some cannons became too weak or too strong, and we want to increase the tactical benefits of range control. Planking imbalances on lower level vessels. We want to compact the planking integrity on unrated vessels bringing them closer to each other. This will increase variability and improve ship choices for shallow water combat. The difference in hp and survivability between a Navy brig-sloop and a privateer should not be as strong as it is now (almost 2.5x). Discuss...
  11. 74 points
    Monthly content patch will be deployed tomorrow 13th of April. What's new: Main and the most exciting feature: Land in battles We developed an amazing tech fully replicating open world land in battle instances. This will bring an extra dimension to combat visually and in gameplay (especially when fighting close to land). Expect multiple bugs with this feature including performance related issues. Very large battles close to land will most likely lower your FPS. To minimize the problem we suggest tweaking the settings. Rules of engagement changes Land in battles changed Rules of Engagement. Players who are pulled into instance will spawn in exact positions form the open world. If you have enemies ahead of you they will be ahead of you in battle. Please be more careful when engaging enemies and avoid situation where you can spawn surrounded. Lag compensation visual circle is added. When you select a ship you will see a small circle around it. If you attack the enemy within that small circle your spawn positions are not guaranteed. If you want to guarantee exact position for spawns attack outside of that small circle. The land in battles spawning has not been tested in large player base environment and we will need your feedback. Reinforcements changes. Reinforcements are now positional, but they always come a good distance away from the main engagement. Because spawns are now fully positional and you can place yourself very close to the enemy – ships now start the battles with guns unloaded (as it was some time before in early testing) Important: Port battles will continue to be played in separate instances (old system) until their full rework in the next content patches. Soften the ganking. Ganking is considered a main problem by a large portion of the community and needs to be lessened a bit. We are bringing back an old feature FOR TESTING that was in game before the release. Initial attack does not have any limitations as before. But entering the battle is only possible if there is less than 1.5x BR difference. In this case if you got yourself into an even fight enemies close by will not be able to unbalance the battle. Of course if you see a large fleet on the horizon its still better to run. Attacks in the protected areas are now prohibited by design (even on NPCs) to avoid pulling your fleets into battles by hidden alts or by mistakes We are aware of the counter-tag issues and ROE will be addressed eventually. Mortar brig added Historically accurate mortar vessel has been added to the game. Its main purpose is to destroy land fortifications and stationary ships. It is not fully tuned gameplay wise and we expect you to provide a lot of feedback on the mortar brig gameplay and potential improvements. Mortars are switched on by pressing K. Min fire distance is 1.5 km. Ball takes 30 seconds on average to reach the target. Duel room added If you enter the duel room the combat will automatically start with another player waiting in the lobby if he has the same ship as you. In the future the threshold might be increased. Please provide feedback on the battle timers and exit timers in duels. PvE content Large NPC fleets added to open world Generated Epic events adjusted to your group size have been added to the open world (randomly placed) Fleet orders added to mission list – allowing players to participate in group NPC battles Fleet orders can be entered as a group You can now take missions of every level (both fleet and single ship missions) Important: Combat NPC ships are now transferred to the admiralty after capture – admiralty immediately provides the compensation for the captured ship durability. But you cannot capture NPC ships any more. Trading ships can be captured. Other changes You can now disable reload (by keeping the ability to fire) for the whole broadside by pressing F5 - this will free up men if you don't plan to use that side of the ship in combat Leak system reworked. If you shoot at the right places when ship or waves are in the right heel or position you can sink the ship by just generating enough leaks. Group size has been increased to 12 people for the open world combat and events. Small and large battle events only accept groups up to 6 men to avoid un-balanced fights in the events. All ships up to heavy frigates have been added to NPC stores. Extra notifications added for creating new characters and for deleting the outposts. Hopefully this will reduce the accidental deletion of outposts Clan officers can change the clan descriptions and kick members from the clan. When installing cannons you will see their effect on speed in the port ship description. Known blueprints no longer drop for the crafter Enable/Disable enemy communications option now works in instances Ignore list now does not allow trade invite spam Extra graphical options are added for land visual settings (to lessen the land effect in large battles close to the shores) Disengage command now cost 45 preparation (works both ways) Unprepared ships start with 25 preparation when boarding begins (you are in battle and are somewhat prepared to boarding fight anyway) Price movements are disabled for NPCs - producing ports make and sell goods at one price, purchasing ports buy goods at one price to fix several minor bugs allowing random high income in several cases. NPC resource consumption increased for several goods NPC purchase price bonuses removed Bot behavior bugs fixed before major overhaul in the future - no work on bots will be done for 1-2 months Penetration systems slightly improved Hammocks bonuses increased Grind has been somewhat addressed by lowering the XP thresholds Fixed bugs: Several redundant messages removed Battle circle of death synchronization bug fixed Ingermanland is now a proper 4th rate Steel tool box now gives absolute bonus not % bonus Several bugs for NPC behavior fixed Several boarding visualization bugs fixed Several repair time bugs fixed Several graphical bugs fixed on Le Gros Ventre FXAA can now be switched off forever (it was enabled every time you launched a client) Several minor bugs with crew management fixed Bot reload bugs fixed Cutter positioning on water in the OW somewhat improved Multiple bugs and problems probably introduced. Expect the patch tomorrow. Steam announcement will come out tomorrow as well. Next content patch will focus on issues mentioned in the development priorities poll
  12. 73 points
    Good Afternoon Captains This summer we are going to start closed beta testing of the Naval Action Legends (formerly known as Naval Action Arena). Naval Action Legends will be a pure age of sail game with no compromises and no features interfering in getting to combat. In some ways it will be similar to the original spirit of the first sea trials where nothing interferes with combat, all battles are balanced and everyone has to fight to progress. Naval Action Legends will be provided to all buyers of Naval Action (Caribbean Open world game) for free. The payment model for the game has not been defined yet. If you are interested in helping the development of the arena game and would like to help us shape the product into its final form you can apply for a closed beta tester status in this topic. Requirements Knowledge of age of sail combat Active participation in weekend testing runs (testing will be done on weekends in several stages). Ability to provide constructive feedback Positive attitude APPLY HERE https://docs.google.com/forms/d/e/1FAIpQLSf2YjVKQzGP-7hUX9m18DgJm_jaL2EANime2G3Wb-LMZDg0Yw/viewform Application does not guarantee immediate invitation as spaces for closed testers are limited.
  13. 73 points
    Captains. Patch has been deployed to live servers. All assets, ships, resources have been reset. Player experience and Craft experience has been provided in form of redeemables. Please use them wisely. 4 ships has been provided for a head start Pickle Surprise Indefatigable Trader Brig Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future. Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start. Unused redeemables will remain in the redeemables box even if you delete the player. Do not use redeemables until you are absolutely sure about your name or nation. Game has 3 servers PVE PVP EU - with restricted port battle timers PVP Global - no restrictions on port battle timers Changes provided in the last couple of days to testbed New regional refits blueprints and skill books have been added Heavier guns still require coal, lighter guns require charcoal for production Coal was repositioned to provide more goals in conquest UI bugs were found and mostly fixed Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks) PvP server has conversion store switched off - but it might come back in the future in some form. Trader ships BPs were added to admiralty stores. Preliminary hostility changes Nation has 3 Port battles allowed instead of 2 Port battle starts in 22 hours after hostility reach 100% not in 46 as before War supplies can now only be delivered to the regional capitals (not every port) Patch changes: Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking). Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle. New sounds system is implemented. Crew responds to your actions and intensity of combat. All ships now have 1 durabilities with the corresponding change of required resources. You can now use the hold of your fleet ships. New perks are introduced for fleet management Admiralty store has been added. The following rewards were added (names are temporary and might not survive) PVP marks - for high end frigates permits and skillbooks PVE marks - for certain ships, skillbooks, resources and some other items Conquest marks - for port battles and permits for lineships Trading Manifest - reserved for potential future use. Each reward can be used for exclusive content in admiralty stores. PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers). Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future. Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks. Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards. Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming Ship paints can now be stored in clan warehouses. Chain shot damage fall off from distance implemented and added to game. Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details) Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies. Bot routes and npc fleet composition significantly improved. Guns are now sold in units and can be crafted. Rookie zones removed. Rookie capitals are added back to respective regions. (Details) Assign crew functionality in instances updated and somewhat improved. Resource transport between free towns removed Ship transport between outposts removed Teleport to freetown removed. Outpost to outpost transport is now only available between national towns. Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back). Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery) Shipyard is added back and is a required building for ship crafting Lineships blueprints are now available in the admiralty. Lineships require permits to construct Gifted perk removed Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty. Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force. Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels. Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. . Contracts on cannons can be placed in stores. Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated. Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world. If you alt-f4 in battle you will be sent to the OW after battle If you exit the battle and do nothing - normal disconnect mechanics will apply. You can now loot hold from sinking ships if you are near the sinking enemy vessel. NPC Ship capture on the PVP server From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore. PVE Server: NPC ships will be capturable on the PVE server with no restrictions. PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders Alliances tab disabled temporarily until alliance rework Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details) New planking trims added to game. Redundant trims removed New wood types added to game Invisibility added when exiting battles under following conditions Both Sides will receive 1 min invisibility on exit. You cannot be attacked or attack during invisibility. Invisibility persists even if you die and spawn in port (lets say Free town) Cannons can now be stored in the warehouse Tunings: Map zoom increased 2x in commander tablet Port battle time increased to 105 mins Accuracy and damage from land based guns increased by 15% Points for kills increased by 50% in port battles instances Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds If you sink in battle you will still be able to see the compass and wind indicator Brace command is now a toggle All contracts that are more than 15 days long are going to be automatically cancelled from now on. All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles). Military NPCs now sometimes drop repairs as loot Sugar added to many regions as resource - for rum production Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more Redwood logs abandoned; blueprints using redwood now use lignum vitae. Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed Fire damage is increased by 25% Split function is improved Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback) Fixed Rattlesnake figurehead bonuses bugs Added a tooltip to cannon crafting blueprint Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew. PVP content in the admiralty store rebalanced. PVE server will have different prices and mark conversion options Fleet and fort kills are properly counted to your fleet if you did the most damage Added a button to sink a ship during cargo transfer interface (to receive kills and assists) When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them Recently killed flag is not given if you were sank by NPC Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced) Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat) Minimal crew requirement lowered on all traders Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports. It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds Copper mine building removed, copper removed from all blueprints. Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels) Changed NPC production limits on certain resources Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Wood planking splinter crew resistance now properly affects crew damage Skillbooks tooltip now properly show if you know it or not Fixed bugs appearing during redeeming of the Yacht Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content. Nation change item added to the game. We will provide it for mass testing this week. Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter. Fixed bug causing your knowledge level to work on a ship captured from you Ship knowledge skills now work on your fleet ships Food supplies added to certain regions allowing the construction of the Farm Copper completely removed so you can now make war supplies and muskets without copper Barrels blueprint updated Fixed the bug that did not allow entering of missions as a group Missions now should allow fleets of mission rank and bellow Fixed bug that did not repair leaks during OW repair Fixed pirate bot distribution in the pirate regions Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type Fixed the bug causing all items to be bought in stacks of 1 Fixed the bug causing permits to drop when breaking up crafted vessels Ship reverse speed bugs fixed Trade window bug fixed (players lost their ships they traded via trade window) Cargo duplication bug fixed Fixed bug that did not allow to access hold for NPC ships in missions and events Fixed bug that allowed to receive marks for basic cutter Fixed bug that allowed your sank vessel to magically appear in the BRS screen Fixed a memory leak with open combat information window. Fixed UI bugs in ship to ship transfer Bug causing blueprint drop during breakup removed Fixed most bugs not giving rewards for sinking surrendered ships Shipyard and workshop resource requirements bug fixed. Several instance crashes bugs fixed Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters A lot of minor bugs fixed Next steps Better PVE content (including some ai improvements) UI rework and localization Hostility improvements (including raids) __________ NB: Per admin: If you have NOT used or deleted your redeemables, you can safely delete your character and create anew. H. Darby: Please provide feedback on the changes to the map in this thread:
  14. 73 points
    Hello Captains. We would like to share with you important dates regarding the release of the game. Since beginning of the year we were focused on the infrastructure and servers. All the feature work will continue after early access launches. Release plans 1. We are planning to stop the servers for the preparation for the release on Sunday morning 17th January. They should have been stopped earlier but we wanted to give a chance for a last pre-wipe "Trafalgar event" 2. Servers will be down from 17th until 19th of January for preparing the release databases. All character data will be deleted and wiped. This will be the last XP (rank) reset and in the future your XP will be saved and safe. There might be drops or increases in rank if the testing shows that xp will have to be rebalanced, but your earned XP will always stay. 3. All current owners of the game will be able to start playing before Steam early access opens. Head start date is set on 19th of January. Everyone will receive several exceptional vessels for participating in the testing of the game. To receive the exceptional vessels you must login and create a character during head start. Only created characters will receive ships. 4. There will be a long maintenance on the night between 20 and 21 January. 5. Release date is 21 January. The release date depends on the time it takes for Valve to approve the release. It usually is done in under 3 days but sometimes can take longer. It will all depend on Valve now. Short version 1. 17th Jan - Servers stopping 2. 18th Jan - Data wipe 3. 19th Jan - Head start 4. 20th Jan - Long maintenance (approx 9pm CET till 9am CET next day) 5. 21st Jan - Several exceptional ships given to all captains who logged in from 19-21 6. 21st Jan - Release (tentative on valve timing) Of course we know that most plans don't survive when the meet reality. We do not discount the possibility that something might change. The riskiest date is the release date itself. If Valve is slow the date will be moved forward.
  15. 73 points
    Dear Captains. We would like to express eternal gratitude for helping us make Naval Action happen. We dreamed about recreating beautiful age of sail battles as they should be since we were small kids. Thank you for supporting us during early days and for your continued support going forward! We won't let you down! ps. Steam page is open now. Feel free to add the reviews - we need them! http://store.steampowered.com/app/311310
  16. 72 points
    Captains! We wish you amazing holidays, health wealth and happiness in 2018! This holiday gifts will include Holiday edition Rare 24lb Edinorog Gun 30x Holiday edition Kiritimati Masts- permanent upgrade Rare Ship Paint Gifts will be provided next week and will be tied to the Steam account. All new players will also receive them. Special upgrade giveaway will stop on 2nd of Jan. Happy Holidays Everyone
  17. 71 points
    This was a test. And we do take exploits seriously. Captains in question could have just asked french not to come - they could have shoot some forts and get rewards. Which is normal for undefended port battles Instead they persuaded french captains to suffer through humiliation of sinking in front of the world without cannons live on stream. They also tried to ask the same from the Spanish. In addition to that captains on stream decided to show the world by live streaming that rules don't concern them. And have not shown any attempt to reconcile in this topic. As a result French captains who sank with no guns suffered enough humiliation by bending over to the enemy sinking in front of the world - will lose one rank French captain STC88 Le chat duc who came to the battle armed and stroke colors to avoid humiliation will be rewarded Pirates will be punished as well. The mildest punishment will be done to Christendom for his attempt to repair and reconcile. The rest of pirates participants in the battle have been demoted to thiefs for exploiting and streaming their exploit to the world. Conquest marks are going to be removed from game for rework and replaced by PVP marks. Topic can be closed now.
  18. 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.
  19. 69 points
    Regarding recent preliminary announcement. Based on the community feedback and the analysis of player data and numbers. PvE server will not be closed down. We guarantee that it will exist for at least 18-24 months after official release. and will revisit this promise then. In addition to that we have not mentioned it before - but we are developing additional PVE content and new types of missions for PVE players. AI will be worked on after release and will provide more challenge in the future. official release means the estimated release date in this case.
  20. 68 points
    These notes contain some very emotional and explosive changes. While we understand some players may be angry or upset by them, please remain respectful and constructive in your replies or your post will be hidden and a warning may be issued. This is a feedback thread, please keep your responses to constructive feedback. Thank you - H. Darby Hello Captains Here is the information on forthcoming testbed patch and future patches The goal of next couple patches is to bring more players to the open world. At least 2 will be deployed before wipe. The rest will follow after. We will be gradually changing features that hide players from the open world. Most game mechanics from now on will have to motivate players to sail out and do something on the Open world map. We also will change some areas that were causing pains for players (and potentially introduce new pain areas accidentally - but this will be fixed if we made a mistake). First test bed patch (estimated time to deliver end of next week) Removal of current upgrade system and ship quality level We were not satisfied with the fact that upgrades were worth more than ships themselves. Most upgrades will be removed from the game and transferred to individual ship knowledge, with bonuses that will depend on individual ships and/or class. Sailing a ship and getting kills will add to XP on that ship that will unlock knowledge slots over time (currently all ships have 5 slots). All crafted ships will only have wood type and trim (designed by crafter). Every ship will have 3 permanent upgrades which will allow installation of bow figures and regional refits (crafteable permanent upgrade) Repairs changes Repair kits for fleets will be gone and replaced by another system. Standard ship repairs will be removed and replaced by another system. Port repairs remain (and will remain the cheapest way to fix your ship) Players will have to stock hull repairs (working title) and rig repairs (working title) to be able to repair. Every use of repair for hull will consume planks, every use of repair for sails/rig will consume rig repairs. Players will be able to decide which materials to stock for their gameplay style. Going to port battles you might need more hull repairs. For open world hunting more sail repairs might be necessary. OW and instance repair amounts will be equal. If you repair in the open world you can also use your fleet cargo to do so. You will be able to pick up repair materials from captured enemies. Or surrendered ships. Hold management in instances added, hold management for fleets is revamped. You will now be able to interact with the hold in instances between your fleet ships and your captured ships as said before you will be able to pick up enemy repairs and hold without taking the ship, because of this feature This is a complex feature but it can bring exciting new opportunities in battles especially if you are a good player Ability to pick up enemy hold from captured ships opens up new opportunities to change the flow of the battle We are currently researching the ability to interact with the hold of sinking ships as well (if you are close and the ship is still above water) Preliminary crafting overhaul Regional trims removed and transferred to permanent upgrades (crafteable) you will be able to craft a ship anywhere and install a refit in any port (refit can only be crafted in the regional port that has that mastery). For example Nassau boarders refit only be produced in Nassau RNG on blueprints removed. Most ships can now be received by 2 methods Unlock automatically on level - majority of vessels Admiralty rewards - freely available for pve/pvp or conquest marks (minority of vessels) Regular upgrade slots turn into ship dependent knowledge levels (allowing access to skills) Certain vessels blueprints will change and will require permits For example Lineships will require a special permit to manufacture Permits will be available from the admiralty for marks Admiralty store will be populated with more things to buy. Certain things will be removed from the admiralty Technical issues ship state system in instances overhauled to the release state, due to ability to change ship (and hold) multiple times within one instance. Old system was too rigid and partially used systems from the old sea trials and was holding us back Regarding next patches After this patch hits it will take some time to prepare the infrastructure for the wipe and map reset Next patch will focus on new missions revamp (+ some potential changes to hostility) and will be deployed during wipe. If not we will deploy it right after the asset reset. We still expect to be able to do the asset reset by end of April. more information will follow but those are main features that will be deployed to testbed next patch. additional information on the patch In the spirit of the goal - more people to the open world the following additional changes will be deployed. Resources transport from FT to FT - will be disabled (might return for a battle related consumable e.g. 25 pve marks or 2 pvp marks) Ship transport from FT to FT - will be disabled (might return for a battle related consumable eg. 25 pve marks or 2pvp marks) Port missions will provide farming options only for the first 1-3 levels. Small battles and all other sorts of lobby events will be removed PVE challenges will be temporarily disabled (will be a foundation for tutorials in the future) NPCs will provide ships for players to buy in almost all ports (but unlike old system they will be 2-3x more expensive than crafted ones). Captured NPC ships will be mostly useless and will not be a source of income (through ship or cannon sales) Update 2 on communication with enemies global chat will be removed Communication with enemies will be removed as well (both in the OW and instances) Toxicity in national chats will be worked on as before (based on reports)
  21. 66 points
    Good day Captains Patch is being deployed to live servers What's new: Conquest mechanics changed. Conquest marks converted to combat marks at 10 combat per conquest mark New mark added - Victory Mark (pve server will receive a combat mark to victory mark conversion) Victory mark will be granted for map wins (not port battles) using the legacy system (old control will move to the next round) The whole nation (captains who logged in during last 7 days) will receive a victory mark if their nation wins the map Map is won by the nation having largest number of conquest points. Points are received from 3 sources: port control - nation gets 1 point for most ports, 3 points for important ports: Santo Domingo Cartagena de Indias San Juan Port au prince San Iago Morgan Bluff Vera Cruz Campeche Nouvelle Orleans Bridge town Road Town wins - nation gets 1 point per win losses - nation loses 2 points per port loss This reduces the incentives for port trading as you lose a lot more points by trading ports Current map win cycle is set at 1 week for testing New group type added - Battle Group If battle group is attacked only battle group is pulled into battle If battle group attacks only battle group is pulled into battle If attacked by another Battle group BR checked between battle groups only Battle group size - up to 25 ships Important - all allies who are not in a battle group will only be able to join using reinforcement circles PVP combat mark rewards increased significantly Invisibility now has a speed buff and allows you to ignore wind We added a possibility to review the ship that you just boarded in the inspect ship interface Combat news channel added allowing you to see whats going on in pvp right now Admiralty pvp daily leaderboard added - showing top 15 captains by pvp kills The pull circle has moved to defender as an experiment Fleet ships will now be pulled to outlaw battle We have brought the ability for the clan creator to transfer the creator (founder) status to another person We have added the ability for officers to promote other members to officers Clan warehouse expansion is added Blueprint and permit changes Blueprints of Rattlesnake heavy, Ingermanland, Niagara, Wappen von Hamburg have been added to game (they all require permits that were added to the admiralty as well for victory marks) Ocean, Santisima and Pavel permits are now available for victory marks Bucentaure, 3rd rates and HMS Victory permits are available for combat marks Fixed bugs: Fix the bug which did not trade the ship you were trading to your counterparty (thanks to Banished Privateer) Finally fixed the bug with random teleports in the world Fixed the bug when the player could be present both in the OW and the battle instance Fixed the bug which randomly removed the player from the open world if he Alt F4 during exit from battle Fixed the bug which did not update the Open world speed if the fleet was dismissed Fixed a ship duplication exploit (thanks to Banished Privateer) Tunings Agamemnon now requires shipyard lvl 2 NPC no longer can gain hostility by sinking other NPCs Tow to port does not tow you to county capitals anymore (to fix the potential PB exploit). It sends you to common deep water port, but excludes county capitals Ships sink a bit longer Permit prices were rebalances slightly Trincomalee side HP and thickness was buffed slightly NPCs no longer sail rattlesnakes, Niagaras and Ingermanlands War supplies can now get 100% hostility Removed the outdated ability to leave the battle for the side with large BR difference After this patch is stabilized we will be starting to work on Unity 5 transfer Update: Hotfix 1 (07/18/2017) Mark limit increased from 1000 to 10000. Lost marks due to previous limit were compensated via redeemables. Fixed bug with contracts not listed in port shop. Fixed bug with invisibility state after battle is over on players that left that battle earlier. Some UI fixes in the conquest tab Update Hotfix 2 (07/21/2017) Fun for everyone The exclusive content despite being a good idea is not received well by the players. Victory marks could converted from combat marks on all servers. Players of less competitive nations would be able to get access to victory marks using pve or pvp (but a bit slower). Speed upgrades and skill books rebalanced (severe nerf) - total bonuses from speed upgrades and wood types won't exceed 22-23% (previously 45% which was too much) Wood types speed characteristics slightly rebalanced as well (http://i.imgur.com/Siq9RRa.png - changes in yellow) Caps for thickness, armor and sail hp increased by 5% Victory marks will only be granted to captains with rank post captain and higher Fix bug when forts and towers did not spawn in battles Update Hotfix 3 (07/26/2017) Crew sailing requirement reduced for speed upgrades and skill books Conquest information changed to provide more clear information about conquest mechanic Wapen von Hamburg naming corrected Fixed bug with NPC ship distribution in ports (thanks to Captain Banished Privateer) Update Hotfix 4 (07/28/2017) Some survival upgrades rebalanced (significant boosts to repair time reduced) Leaks rebalanced (it will be possible to sink ships with penetrating holes under waterline again) Ship capture from NPC returns to PVP servers. All ships from rank 7 to rank 5 are captureable from NPCs. Update Hotfix 5 (08/15/2017) Fixed bug that allowed both repairs to be used on the ship if you recaptured a captured ship (Thanks @Moscalb) Fixed bug that sometimes shown the negative time on the battle entry timer Added ship names to escaped and captured ships in the Tab Interface Significant streamlining changes to crafting levels and ship crafting XP due to ship capture ships are now unlock in groups (by ranks) to give you the chance to craft popular ships instead of forcing you to pass through ships no-one wants overall xp level required to progress is lowered
  22. 66 points
    I am Dimitriy Dyachenko, I create sound for Naval Action. Here is the latest results of experiment with improved battle sound and voice commands, I hope you'll like it:
  23. 66 points
    What's new: Rookie regions Bahamas has become a rookie region. Additional uncapturable capitals are added in the Bahamas. Rookie region has special ROE (identified by the message rookie battles area). All battles start 1v1 and other players can only reinforce it using reinforcement zones for 30 minutes. Limit of reinforcements is set at 300 BR. Map changed The map is split into regions. All information on the regions and their composition can be seen on the in game map. List of changes here Combat tuning Starting from this patch we will actively work on ship rebalancing. These works were delayed because of the tournament, but the tournament helped to uncover more balancing issues that require attention. Currently the main goal is to increase ship importance and reduce upgrade importance for combat performance. All men are created equal and all crew colliders were standardized. Previously some ships had men with 180cm height (on cutter) and some had 150cm height. This is no longer the case. Although cutter captains still have the biggest hands. Many upgrades were rebalanced and mostly nerfed Several perks were rebalanced and mostly nerfed Lower calibers that were often used on 5th and 4th rates had their penetrations improved. The change affected 4lb 6lb 9lb guns mostly. But these guns penetration drop from distance was slightly increased Carronades penetration drop from distance significantly increased making them effectively a short range weapon. Don't expect any penetrations above 500m. We also changed how penetration shot retain energy depending on the wood type. Fir hulls allow to pass more penetrating energy to the opposite side, live oak less. Previously all wood types had same penetration retention. Splinter damage: When a cannonball hits a broadside it affects crew differently when it flies above the deck creating casualties by shockwave or hitting men directly. Nelson’s assistant was killed by a shockwave from a high flying cannonball. We have separated cannonball damage to crew into two parts. Cannonball hitting an unprotected crew will generally have less casualties on the ship than cannoball penetrating the broadside, generating splinters. If you aim at broadside areas with crew behind it you might inflict good damage on the crew. Shipbuilding, Trading and Resources Trading was completely overhauled. We are very excited about it because we have coded in a very flexible system allowing us to easy add or remove resources by group, nation, region, island and large area, control prices and margins, demand and supply and multiple other elements helping us to make trading and resource generation to feel more alive. When we first introduced trading into game in 2015 it required several months of balancing based on mass use by large number of players. Thus - expect resource shortages, abnormal profits, and strange things in the first two weeks. Report them in the respective feedback topics and they will be fixed. All buildings were removed from player accounts and funds used to build them were compensated Shipyards removed from game for rebalancing, to allow players to build ships in multiple regions with regional bonuses. So building ships no longer requires a shipyard. All allied ports will provide shipbuilding capacity for the player. Funds used to build shipyards were compensated. Delivery orders will allow players to receive trading xp and crafting xp by helping the in game economy. All ports with the unfulfilled NPC demand and large player contracts will generate delivery quests that players can take and fulfill. This will allow traders to exert more influence on the market and see what is needed. Pricing systems were upgraded, new goods introduced, new NPC demand was created for some crafted materials (initially in the several areas only). Weights, prices, stacks and volumes will change. New buildings for new resources were added. Trader tools are integrated into the client. They will help adventurous traders to find good deals in the Caribbean. They might also help privateers to see where people might be going for good deals. Trader tools are accessible from the in game map (M). New resources will be required to craft quality ships depending on ship weight. Ship quality importance increased. Increasing ship quality will improve its characteristics starting from ship HP, speed, turning and other parameters. All ships stats and colors were recalculated as a result - stats are the same but because there are better ships their color of tooltip has changed. Speed and stiffness added to selectable characteristics, all RNG removed from crafting. Regional bonuses for ships introduced. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses. 2 new wood types added: Mahogany (ligher live oak basically), Bermuda Cedar (fir without negatives) Contracts will be allowed for upgrades Upgrades can be broken down for parts and resources You can no longer sell a ship if it has something in hold or has upgrades installed (many players were losing items when not reading warnings) Wood production slightly changed. Compass wood is no longer a separate resource. Compass wood (curved trees) can drop from any forest during wood production. Fine logs (e.g. fine oak) will drop some times when growing trees in forests. European traders removed (experimental feature) Salt can now drop when fishing Contract number increased from 5 to 10 ROE (experimental feature) We will be testing several options for Rules of Engagement – ROE this patch. This might upset some users but it have to be done before release (will be impossible after). Open world battles: 2 circles system is being tested. 1 tag circle for attack and 1 large circle for pull. Battles will close instantly on start (except for rookie zones) Rookie zones battles. Battles always start 1v1. Battle will be opened until BR evens out. BR limit is set at 300. Players wont be able to enter if their ship will exceed the BR limit. Hostility missions: Battle will be opened for 30 mins. OW NPC fleets will no longer count for 5X anti griefing protection. Only players will affect that rating Crew size will lower battle rating of your fleet. Example (numbers are for illustration only): If sail a cutter with 2 Bucentaures in your fleet with 40 crew on each - you will fleet will be valued as 3 cutters for ROE. Mission changes. Missions can be taken for every region from any port. Missions will generate or reduce hostility - thus enemy should be able to influence the flow of events. Because of that missions will always be open for entry for all sides for 30 minutes. Bot distribution changes With new hostility system bot distribution changed. Regions will have national NPC fleets. For example you will mostly see british NPCs near Jamaica and only occasionally will see other nations fleets who sailed there from the nearby region. Pirate fleets added. Captured NPC ships will be good sometimes. And because of randomization of the hidden upgrades they might come up to be uniquely interesting (experimental feature). Port battles and conquest Port battle set up system changed significantly. Port battles will automatically arrange 46 (previously 48) hours after hostility level reaches 100%. Hostility will be generated by PVP (major impact), PVE (minor impact), Missions (minor impact), and War effort supplies deliveries (minor impact). Port battles will be a national effort and will require coordinated work of several fleets. Assault flag is be removed. Timers are removed (for testing) as we believe that in new system port battles will arrange themselves when there is max presence of players for both size (due to pvp impact). Also we expect that all timezones will need to participate to bring hostility to the port battle levels. If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). In addition to this we will reduce the speed of hostility generation if necessary to bring more timezones into action. New port system will immediately show players where the action is because the number of port battles and hostility zones is limited and nation can have a limited number of port battles set up. Port battles themselves will still be done on the open water with towers (but this wont last long). Alliances will continue for 3 weeks, voting period is set at 1 week. Port and coastline defenses Large forts and towers will be added around ports. The number will depend on the island and coast line size. They are placed randomly at appropriate places. Please report weird looking coastlines in F11 or in the forums. Forts will fire at enemies of the state and can provide good protection for traders and small groups. New ships Endymion Indefatigable Both ships are only available for capture from NPC fleets (experimental feature). Ship hulls were made by one of the community member Ragnar Hairy Trousers (sails for Britain) Other tunings More slots for loot added in the battle result screen. You can enter allied contested ports You now can capture lineships if they belong to AI fleet of a player. You cannot add the ship to fleet if it has something in the hold Upgrades and paints will be saved if you add a ship to fleet. You can freely add precious upgraded ships to the fleets. NPC trader loot improvements - Bigger traders carry more goods You can surrender during boarding now. Press escape and surrender if you don't want to lose crew during boarding. Minimal crew requirements increased for higher level vessels. Players wont be able to sail 1st rates with 10 men. 1st rates will require 100 men at least to operate. Fixed bugs: Fixed several particle bugs with demasting and mast collisions with water Several bugs with contracts fixed Fixed bugs with small/large repair kits when applied to fleet ships. Prepared perk fixed. It now works on all types of ammunition and charges. Fixed bugs with wrong rank of fleet ships when joining the instance Instance loading times increased Server technology improved. Hundreds of other bugs and technical issues fixed Conclusion. When new features are introduced they always play out differently with large number of players. Expect problems, report them and they will be fixed. Keep an open mind because the game is still in development and is not released. Plans for next patch Raids Land in port battles Improvement of server events And probably a weekly pvp tournament Several things that were promised to be addressed did not get in and will be added next patch. Things like mast damage, gun loss/repairs and other combat issues. edit ship colors have changed for some vessels, due to recalculation of the color of the tooltip. Stats and parameters are the same. Color indicated that there could be better ships now. All contracts for ship sales were fulfilled and ships bought out for system.
  24. 65 points
    Hello Captains Happy Holidays and Happy New Year! New year presents will be distributed after this patch Patch is being deployed today. Sailing model 2018 New sailing model has been applied to 6th rates and unrated vessels (some ships could become too good but it will be tuned) Ship displacements finalized and ship colliders (game development term) tuned. Yards have been overhauled. Force is now being applied to the position of the masts Yard forces rebalanced for historical feel (adapted to be usable in gameplay) Leeway Staysails now provide sideforce Square sails now provide sideforce Sideforce depends on ships form and sail power Side and yard side force now depends on speed (due to keel resistance rising at speed) The higher the speed the more keel resistance you will encounter. Yards will not be as efficient on maximum speed. Heel Sail/Yard power now provides heel Heel depends on hull form and Sail power Fast ships (especially ships that has fastest speed beam reached) will heel more. This opens new options in combat (for example conserving broadsides to focus on waterline) Turn inertia and acceleration added both to rudder and side force Bigger ships will take longer time to reach maximum turn rate As a results you might need to plan maneuvers a little bit in advance and plan to change direction a little bit earlier, especially in heavy vessels Nimbler ships will reach maximum turn rates faster Autoskipper no longer balances ships when you receive damage or lose masts. If you lose sails or masts your ship will drift more at the point where you have more sail power Due to positions of masts on the ship if you want to unbalance your opponent more focus on frontal mast (as it usually has more sails than the stern mast) As a result for full removal of artificial limitations from the sailing model we will no longer see ships jumping or climbing each other when using yards. Turn rates (especially for frigates) will probably require another pass of optimization for historical feel and gameplay. But we are very happy how all the changes turn out in internal testing. NA has the best sailing model now, fully representing the majority of decisions age of sail captain had to make when sailing a combat ship. We plan to adapt the steam page description and website to reflect this accomplishment Tunings and fixes Additional reload bugs fixed thanks to Twitch and Youtube Streamers Fixed the bug that locked the mouse cursor when alt tabbing Battle group cannot be exited instantly (it takes 60 seconds to leave the battle group) - this will reduce using battle group exit as a way to avoid combat PVP leaderboard will count all kills and assists Penetrating waterline leaks water intake slightly increased Pumps have been buffed Close hauled performance slightly nerfed for the following ships, still keeping them the best beam reach/closed haul sailers Wasa (Gustav Adolf) Constitution Endymion Surprise will remain the awesome close hauled sailer. Closed haul performance slightly increased for Wappen Ingermanland Turning slightly reduced for Wapen and Wasa Final round of turning changes will be done in next patch, as there are still some aberrations in the turn rates that need to be adapted for historical feel Combat tutorial is already in game, but the button is disabled as it needs additional testing. Update 29 Dec 2017 2 new permanent upgrades were added to pvp store Reinforced Bow Reinforced Stern Update 30 Dec 2017 Wind now changes in all instances, not only port battles
  25. 65 points
    Captains. Wipe patch is coming this month. The following content will be deployed to live servers. The deployed content is going to be more stable as it was properly checked on the testbed servers by a QA team and our amazing community volunteers who spent a lot of time on the testbed and provided a lot of feedback on bugs and improvements. Estimated time of deployment of the patch is between 15th May and 24th May. We are testing the Nation change item (Forged Papers) now that is absolutely critical for the problem-free delivery of the wipe patch. Here is what you can expect in the patch to live servers. New changes: Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking). Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle. New sounds system is implemented. Crew responds to your actions and intensity of combat. All ships now have 1 durabilities with the corresponding change of required resources. You can now use the hold of your fleet ships. New perks are introduced for fleet management Admiralty store has been added. The following rewards were added (names are temporary and might not survive) PVP marks - for high end frigates permits and skillbooks PVE marks - for certain ships, skillbooks, resources and some other items Conquest marks - for port battles and permits for lineships Trading Manifest - reserved for potential future use. Each reward can be used for exclusive content in admiralty stores. PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists. Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers). Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future. Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks. Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards. Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming Ship paints can now be stored in clan warehouses. Chain shot damage fall off from distance implemented and added to game. Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details) Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies. Bot routes and npc fleet composition significantly improved. Guns are now sold in units and can be crafted. Rookie zones removed. Rookie capitals are added back to respective regions. (Details) Assign crew functionality in instances updated and somewhat improved. Resource transport between free towns removed Ship transport between outposts removed Teleport to freetown removed. Outpost to outpost transport is now only available between national towns. Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back). Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery) Shipyard is added back and is a required building for ship crafting Lineships blueprints are now available in the admiralty. Lineships require permits to construct Gifted perk removed Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty. Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force. Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels. Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. . Contracts on cannons can be placed in stores. Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated. Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world. If you alt-f4 in battle you will be sent to the OW after battle If you exit the battle and do nothing - normal disconnect mechanics will apply. You can now loot hold from sinking ships if you are near the sinking enemy vessel. NPC Ship capture on the PVP server From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore. PVE Server: NPC ships will be capturable on the PVE server with no restrictions. PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders Alliances tab disabled temporarily until alliance rework Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details) New planking trims added to game. Redundant trims removed New wood types added to game Invisibility added when exiting battles under following conditions Both Sides will receive 1 min invisibility on exit. You cannot be attacked or attack during invisibility. Invisibility persists even if you die and spawn in port (lets say Free town) Cannons can now be stored in the warehouse Tunings: Map zoom increased 2x in commander tablet Port battle time increased to 105 mins Accuracy and damage from land based guns increased by 15% Points for kills increased by 50% in port battles instances Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds If you sink in battle you will still be able to see the compass and wind indicator Brace command is now a toggle All contracts that are more than 15 days long are going to be automatically cancelled from now on. All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles). Military NPCs now sometimes drop repairs as loot Sugar added to many regions as resource - for rum production Boarding preparation growth increased Perk points are given to player faster - you will get 10 perk points 2x earlier. Crew requirement lowered on 4lb,6lb and 12lb carronades Tow to nearest deep water port do not check the hold weight any more Redwood logs abandoned; blueprints using redwood now use lignum vitae. Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed Fire damage is increased by 25% Split function is improved Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback) Fixed Rattlesnake figurehead bonuses bugs Added a tooltip to cannon crafting blueprint Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew. PVP content in the admiralty store rebalanced. PVE server will have different prices and mark conversion options Fleet and fort kills are properly counted to your fleet if you did the most damage Added a button to sink a ship during cargo transfer interface (to receive kills and assists) When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them Recently killed flag is not given if you were sank by NPC Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced) Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat) Minimal crew requirement lowered on all traders Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports. It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds Copper mine building removed, copper removed from all blueprints. Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels) Changed NPC production limits on certain resources Port battles now properly allow PB battle points for recently killed captains (including pvp marks) Fixed bugs: Ship reverse speed bugs fixed Trade window bug fixed (players lost their ships they traded via trade window) Cargo duplication bug fixed Fixed bug that did not allow to access hold for NPC ships in missions and events Fixed bug that allowed to receive marks for basic cutter Fixed bug that allowed your sank vessel to magically appear in the BRS screen Fixed a memory leak with open combat information window. Fixed UI bugs in ship to ship transfer Bug causing blueprint drop during breakup removed Fixed most bugs not giving rewards for sinking surrendered ships Shipyard and workshop resource requirements bug fixed. Several instance crashes bugs fixed Fixed bug that did not allow you to craft even if you had a free slot in the port Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances) Fix bug that allowed ships added to fleets without the perk in outlaw battles Fixed several bugs with hold informational updates Fixed bug that allowed bots to repair guns indefinitely Fixed bug that increased deceleration on the Cutters A lot of minor bugs fixed One more hot fix will be deployed to the testbed before the wipe patch, the team is fully focused on the delivery of the wipe patch to live servers. this topic will be updated with clarification and cross links to detailed information on some of the issues mentioned in the notes.
  26. 64 points
    Player saddam will be banned from game for 2 weeks with full reset of his in game progress. Other players are still under investigation New group type will be created Port battle fleet allowing 25 members Port battle fleet if attacks or if attacked will be pulled into battle in its entirety (if in the pulling circle) and will ignore other ships of your nation in the pulling circle All other ships will have to enter using reinforcements. This will remove the ability for your nation members to interfere with your port battle fleet and if you fleet is full you have 100% guarantee of unwanted ships getting into the battle or splitting your fleet.
  27. 64 points
    Hello Сaptains We wanted to share the plans for the next content patches with you. The list may change and is not final. Content patch: June (Deployed 6/29/16) Crew hire - deployed Fleets will be brought back with improvements - deployed Ship capture will be back for all vessels except for lineships - deployed Fishing - deployed Basic early implementation of officers - deployed Provisions/New trading resources/Several new production buildings - deployed Double shot/double charge - deployed Content patch: July (Deployed 7/28/16) Finalization of crew and officers - Testing of land in port battles - in internal testing Finalization of accel and deceleration for vessels - deployed Content patch: August (Deployed 8/17/16) First iteration of War & Peace: Alliances - deployed Ship paint schemes - deployed New server based event - deployed Test bed for testing new features - in internal testing Content patch: October (Deployed 10/2016) War & Peace/Nations continued - deployed New Port battles organization - (land in battles will be deployed first through raids and might get delayed or given out in test bed) - deployed Trading and Crafting changes - deployed Delivery Quests and XP for resources delivery (trading xp) - deployed Integrated Trader Tools - deployed Rookie Zones - deployed Improved ROE (two circles mechanics) - deployed Updated penetration for some cannons - deployed Content patch: November - December (deployed mid Dec) Raids and port battles with land delayed to 2017 Tournaments and Weekend pvp and pve events - deployed without tournaments Trading and crafting tuning - improvements of October patch changes based on feedback - deployed Finalization of War & Peace (tuning of new conquest mechanics) - delayed to 2017 Bugfixes and other general polish - deployed French Hermione - replaced by Wapen von Hamburg Potential tuning of sailing (leeway, wind strength, fixes of legacy debt with staysails and other elements) - delayed indefinitely Potential for raking improvements (delayed with no ETA) AI improvements and new missions (delayed due to other priorities) Potential USA PVP 2 merge - STILL under consideration Support patch: January (Work in Progress) Critical bug fixes Cross servers instancing implementation (to optimize servers) Content tuning - in progress UI functionality improvements - under way in parallel Content patch: February (Work in Progress) Backlog Potential blueprints system rework (will be done before the release with total wipe) Finalization of ship crafting (delayed until content wipe 3d HOMM/Mordheim style boarding prototype (under development since october) UI visuals improvements Localization preparations Pacific coast opens (potentially removed) Leaderboards and PVP rewards - delayed Preparation for the release Discuss and propose changes if you feel something was forgotten EDIT Don't forget that Captain Babble keeps track of all ideas for the large scale roadmap (which might be included in NA or for multiple reasons can be implemented in Naval action 2 http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/ if you like some of the things he is tracking (based on player suggestions) please let him know in comments
  28. 64 points
    Hello Captains. Here are our development plans for this winter and spring: Jan-May 2015. 1. New ship models The following list of vessels will be delivered for testing by the end of Spring. Some ships might get delayed by storms. Mercury brig La belle poule Ingermanland La Renomme Privateer Schooner (based on Lynx - with more guns) Brig Navy Edition (based on Brig - with more guns) HMS Pickle 28 gun light frigate Gunboat 2. Open world distance and speeds testing 3. Ship customization Ship parameters randomization Simple ship upgrades Simple loot Simple crafting 4. Gameplay Updated damage model 4.0 Improved sailing of for-and-aft rigs Better turning and rudder mechanics Commander tablet New game types: Operations gameplay – 24 hours large battle map with respawns, and shore defences 5. Other improvements Improved chat Manual Soft launch of early access on steam With your pre-orders we are moving significantly faster. Thank you for the continued support and feedback you are providing us with. Special thanks to all community correspondents, streamers and youtube content makers, who are making awesome videos about our game.
  29. 63 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
  30. 62 points
    Hello Captains Due to long server problems on PvP EU One all players across servers will receive a gift ship today (by evening) as a one time redeemable. Ship that will be provided - Bucentaure 2nd rate ship of the line. ps pills should be sweeter
  31. 61 points
    Content plans for 1H of 2017 We will keep it short and only focus on new features or important points Admiralty Certain activities will provide marks of victory, honor, conquest that you will be able to convert to exclusive content or buy other activities. Hostility system will get dropped and port battles will be arranged by purchasing them in the admiralty (simliar to the old assault flag system but without exploitation). Lord protectors might return to provide some clarity for port battle timers. Mission changes We believe the game was actually better before missions existed. As a result missions might turn into dailies. Hopefully we have enough time to tie them to admiralty orders and admiralty related organizations which will provide their own missions. Raids Raids will be implemented. Pirate mechanics reversals Pirates will be able to attack each other again. We found the way to eliminate exploits in levelling or hiding. Implementation of rookie zones and later admiralty events now allows us to do it. Pirates attacking pirates will create a unique FFA instanced battle. We are not sure yet if we want to split pirates into two groups The Pirate Republic of Nassau under black flag acting as nation and Outlaws – real pirates under red flag of Moody with no Capital. Smugglers might get disabled. Initial goal of smugglers was to provide risky trading with enemy nations, but exploit fixes made this feature something else. Officers Officers will be removed and will perks will moved to the Captain him/herself. Officers might return in the future in a more traditional role and implementation. We are also considering a reset/retire option for veterans who will be able to retire, and start a-fresh continuing a dynasty. NPC changes Bots will change and will start changing from January. Privateers will be added to the OW attacking players and traders in enemy waters. Elite NPC captains will also sail around and join battles from time to time (like before release) User Interface changes Self-explanatory Localization into main European and Asian languages Self-explanatory Final player ship voting event - previous voting can be found in the shipyard. American ship pack Kickstarter event. We constantly receive requests to improve USS Constitution to the level of new ships like Endymion. Constitution was the second ship we built in NA. To make it happen we will arrange a Kickstarter to fund this project. The Kickstarter will also contain additional US based ships on stretch goals. If this event is successful we will set up such events for other underrepresented national vessels too. Content tuning, fixes, improvements of current features Community relations heads up In 2016 we have been very active on the forums, responded to you multiple times a day, participated in the discussions, argued with you and sometimes fought with you. We found that our openness/directness started to be used against us, sometimes because of us. We will be doing some changes in the way we talk and discuss things with the community. 2 Half of 2016 development list is here Once we get more clarity on the estimated time to code everything in we might provide the list split into monthly patch plans.
  32. 61 points
    Hello Сaptains! We will abandon the 5 color grades for upgrades and ships. Fine (blue), Mastercraft (purple), Common (green) are not used and thus are useless. Nobody makes them and nobody buys them. As a result of testing the final ship quality and shipbuilding system will look like this. Captured - captured (grey) will be assigned to all ships captured (except for ships captured from player fleets) Сrafted (yellow) - ships built by players Special - events, rewards, tournament vessels, or maybe extremely rare and hard to craft (months of effort required) Instead of quality (who would try to make a bad ship) players will select things they want they their ship to have sacrificing other elements if they want to improve one of the characteristics Definitely will be done For example if a shipbuilder wants to increase speed it will increase ship cost AND will have to sacrifice the hull quality If they want to have additional slots for upgrades they will have to sacrifice space or increase weight If you take more crew you might need to reduce hold Cannons and ammo and powder supply will affect cargo hold and will reduce ship performance if you overgun it Under consideration If you want to take 200 shots per gun instead of normal supply to battle you might need to sacrifice some space (this will solve cases of light ships unloading 10000 rounds in a battle into a first rate) You can determine the number of repair kits you can take for the vessel and affect the weight. Unstable designs - add to much sails (to increase speed) your ship might capsize in some cases Other experimental ideas like 1 durability ships and other changes Same treatment will be applied to upgrades. Once this system is coded in all old ships and some upgrades will become unusable due to database changes and will have to be removed from the game. discuss Update to answer some of the questions raised in the topic: Regional bonuses will remain and NPC ships as well will have them too Regions and map will not change thus your repositioning to new areas will remain valid ETA for the changes is somewhere between end december - end january. We will first add land in port battles and some other previously promised things. Wood types will remain and will affect ships stats, what will change is how the ship general stats and upgrade slots and other elements are determined during crafting, giving more options to a crafter to build the ship just for him (or for his buyers) The current proposal is a proposal and might change based on what is found during the design stage.
  33. 61 points
    Hello Captains Here is the brief description for the content patch that will come in October. We are going to be testing multiple things in the patch. Rookie regions Bahamas will become a rookie region. More information here http://forum.game-labs.net/index.php?/topic/16431-rookie-regions-new-player-experience/ Map will change Some free towns will move, some will be replaced, some will disappear. The map will be split into regions. More information here: http://forum.game-labs.net/index.php?/topic/16468-important-final-map-player-action-required-for-both-pve-and-pvp-servers/ And here: http://forum.game-labs.net/index.php?/topic/16423-free-town-changes-important/ Delivery orders Delivery orders will allow players to receive trading xp and crafting xp by helping the in game economy. All ports with the unfulfilled NPC demand and large player contracts will generate delivery quests that players can take and fulfill. This will allow traders to exert more influence on the market and see what is needed. Trading and resources Pricing systems will be upgraded, new goods introduced, new NPC demand will be created for some crafted materials. Weights, prices, stacks and volumes will change. New buildings for new resources will be allowed. Trader tools are integrated into the client. They will help adventurous traders to find good deals in the Caribbean. They might also help privateers to see where people might be going for good deals. Ship Crafting Quality of the ship will increase certain stats of the ships. New resources will be required to craft exceptional ships Crafting ships in some regions will give them regional bonuses. Controlling certain regions will become more important if you want that particular bonus for the vessel. Capital regions will not give bonuses. Upgrades Role of upgrades will be reduces, importance of ship qualities will be increased. Contracts will be allowed for upgrades Upgrades can be broken down for parts Some regular upgrades will become permanent Perks Some perks will be rebalanced. Perks giving drastic advantages will be adjusted (for example pump inventor). ROE We will be testing several options in ROE. This might upset some users but it have to be done before release (will be impossible after). Open world battles: 2 circles system will be added. 1 tag circle for attack and 1 large circle for pull. Battles will close instantly on start (except for rookie zones) Rookie zones battles. Battles always start 1v1. Battle will be opened until BR evens out. Hostility missions: Battle will be opened all the time. Invisibility timer might be added on battle exit to allow some breathing space against revenge ganking OW NPC fleets will no longer count for 5X anti griefing protection. Only players will affect that rating Crew size will lower battle rating of your fleet. Example (numbers are for illustration only): If sail a cutter with 2 Bucentaures in your fleet with 40 crew on each - you will fleet will be valued as 3 cutters for ROE. Mission changes. Missions can be taken for every region from any port. Missions will generate or reduce hostility - thus enemy should be able to influence the flow of events. Because of that missions will always be open for entry for all sides until 25v25 is reached. Bot distribution changes With new hostility system bot distribution changed. Regions will have national NPC fleets. For example you will mostly see british NPCs near Jamaica and only occasionally will see other nations fleets who sailed there from the nearby region. Pirate fleets added Port battles and conquest Port battles (instance) will not change as forts took too much time. Port battle set up system will change significantly. Port battles will automatically arrange 48 hours after hostility level reaches 100%. Hostility will be generated by PVP (major impact), PVE (minor impact), Missions (minor impact), and War effort supplies deliveries (minor impact). Port battles will be a national effort and will require coordinated work of several fleets. Assault flag will be removed. Timers are removed (for testing) as we believe that in new system port battles will arrange themselves when there is max presence of players for both size (due to pvp impact). If this assumption proves to be inaccurate we will bring back lord protectors (but with wider time limits). New port system will immediately show players where the action is because the number of port battles and hostility zones is limited and nation can have a limited number of port battles set up. Alliances will receive their final 3 week length. Port and coastline defenses Large forts and towers will be added around ports. The number will depend on the island and coast line size. Forts will fire at enemies of the state and can provide good protection for traders and small groups. Two new ships will be added Endymion Indefatigable Both ships basic hulls were made by Ragnar Hairy Trousers (community member) and adapted by Game Labs artists. With these two ships we will test 1 durability viability. As a result these ships will only be added to NPCs fleets and will have to be found on the OW. A lot of other minor changes, improvements and additions like surrender during boarding, crew colliders standardization, and lots of fixed bugs. Active testing stage will start this week and if everything is ok patch will be deployed within 10-15 days. Will edit if we forgot to add anything. Feel free to remind us as well. Discuss. Edit: update 19/10 More infos about october patch: - Alliances will start fresh - The number of activated PBs (Port Battles) will be limited to 2 offensive PBs per nation at a time - Flipping a port (reaching the maximum hostility level) will take approximately 1-2 days (the hostitily rates will be adjusted during testing) - It will be possible to build production buildings in ally ports - It will be possible to defend an ally region on the open sea - Some regional capitals will have 1st rate PBs, some 4th rate PBs, some others shallow PBs - on this map you can see the PB type (big star = 1st rates, small star = 4th rates, small star & blue circle = shallow vessels) http://imgur.com/a/R2JGz List of PB types:
  34. 61 points
    The "Port Capture Window" was introduced to stop the so called "night flipping issue" and to help the underpopulated nations against the higher populated ones. After a few weeks of testing I come to the conclusion that this system is not working as intended. It supports the high populated nations even more, cause they can set the capture windows to timeframes in wich underpopulated nations have no players online to get an attack going. The system is massively abused by the highest populated nation - wich is a shame in my opinion. Please only sign this petition by liking this topic, if you agree with the following: Give the nations with only few active players the possibility to attack at their prime time. Even having high populated nations capturing ports at times where the defending nation will not be able to defend is better than the current situation. So please remove the port defence timers, until there is a proper solution.
  35. 58 points
    Some work in progress stuff. Tortuga promo art. Open World HMS Pickle and USS Rattlesnake La Renomme HMS Bellona 74gun Lynx's Privateer Refit Ingermanland 64gun Update:
  36. 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
  37. 58 points
    Trading and crafting Niagara Blueprint added to the game Crafting notes were renamed to High Grade Notes New crafting note types added to the game: low grade notes, mid grade notes. New notes are made by paying copper or silver coins to the researchers (imaginary scientists) BP is renamed to Blueprint Resource store interface reworked Resource production buildings added – buildings can be built only in national towns Ship construction building added – shipyard – shipyards can be built in all towns which you can enter NPC production will stay on its current level and will be gradually decreased over time to fully player dependent economy Blueprint learning chance now depends on the quality of the ship you are making Better upgrades now can be made by using mid grade crafting notes Compass wood requirements in ship construction are changed (more wood needed) ROE and attack mechanics Battle over timer now lets you stay in battle for only 5 minutes (to solve the pre maintenance port battle bugs that did not transfer the port to the winner if someone stayed in the battle) Battle entry timers reduced to 2 minutes. This is a very important change - you will be able to pick the place of attack better and if you don't see enemy sails on the horizon you will be safer Invulnerability timer does not let you enter battles anymore XP rewards and statistics Additional trackers are added in battle UI for better debug PVP XP for kill and assist are increased 50% Reward manager was reworked completely and now allows better slicing and dicing of damage and crits allowing better and more detailed rewards and achievements in battles. Kill and Assists now grant monetary rewards which are doubled in PVP Traders now give full loot if they carried any – previously because of the bug if you captured a trader it did not award full loot. NPC Traders now can carry national resources Port battles Shallow water port towers now carry 12lb guns Assault flag now weights 100 to not allow yachts and cutters to be a flag carrier Combat Niagara is now a better ship Crew management completely reworked – remember that it is an early version and it will be improved based on the community feedback. Sail repairs now repairs masts (if you did not have broken masts before). Previously, if you repaired sails it did not recover masts HP (if you had them damaged but not destroyed). Camera bugs are fixed on Snow, Pavel, Pickle and Renommee. Friendly derelicts now cannot catch fire from friendly damage Exit timer now resets if the ship is on fire Fast explosions on snow – fixed In battle physics completely reworked and we now have better integration of Physx in game. It solved the collisions issues (and flipping) almost completely Ship heel from damage eliminated – it was unhistorical and extremely annoying. Sail furling and yard turning speed curves updated and should be more realistic now – falling first gradually then suddenly. Crucial bug with cannon influence on speeds fixed (some ships UI speed indicated previously did not take the cannon weight into account). Ships now cannot turn with 0 speed – this is extremely important and potentially game changing Frigates are now less comfortable sailers in very narrow angles to wind Bots stopped shooting chain temporarily Fires now do more damage Fires now are extinguished 10% slower Boarding changes Marines now work differently. They are not part of the crew anymore and affect your performance depending on their number. Marine upgrade now determines which % of your crew is allocated to marines. This is done in preparation for crew and officer hiring. Please check which Marines upgrade you have before going out of to sailing - exceptional marines replace 50% of your crew with Marines. Fixed bug with incorrect musket counts in certain rare cases Brace now costs 5 preparation Preparation per round growth is increased by 5 Certain formulas are reworked for boarding and if you have decisive advantange it will be easier to win during assaults. Boarding now requires 50 preparation to initiate Boarding pulling is improved and will suffer less random interruptions. Expect other significant changes to boarding in the next 1-2 patches Other fixes Maintenance time moved 2 hours earlier required some heroic sacrifices from our QA Some graphical assets were improved for the open world. Some players might not like them but changes were needed in preparation for land in battles. To enable better variety of trees enable Render Decorators function in options Family sharing is now impossible Ship report letter is taken out from loot Battle sail mistakes fixed for Niagara Victory model upgraded More than 100 other minor bugs and problems fixed thanks to your report Several rare exploits were fixed and closed thanks to qw569 research Potential problems With better physx integration possible bugs could happen – including visual problems with turning and heel to bow on certain ship models. Some NPC bots became dumber – we are working on it Several other marvelous bugs are probably introduced Discuss
  38. 57 points
    Remember, this is not a tutorial, but just a little compilation of the forum threads to help you make your 1st steps in the game. This topic was initially written for Sea Trials, so may contain some obsolete info, links or screenshots. I will resume working on this post soon... Before you make your order... - Create a Steam account if you don't have one already. Install Steam on your PC. The game is only available through it. - It wouldn't hurt to make sure your video card fully supports DirectX 11. Check it on your card's manufacturer site. Briefly – it should be higher then NVIDIA 400 or AMD 5000. A tip from Prater: Just because dxdiag says you have directx11 doesn't mean your card supports it. Dx11 can be installed on Windows even though the video card doesn't support it, so instead of checking dxdiag you need to check the manufacture specs on your card. This is mostly an issue with older cards, especially integrated chips (mostly concerns laptops). If you have an integrated chip, here is a list of Intel chips. Basically, in this list anything in the 7th generation should work with Naval Action. Those before the 7th will NOT and there is nothing that can be done about it except get a new computer or if you have a desktop computer get a video card. A list of AMD chips is here. You can also take a look at this forum thread. Purchase: The game is available on Steam. And register on the forum if you haven't already Installation and activation: Please see this thread for the detailed instructions. Login: Currently you can login only with your Steam account, but you can give name to your character and choose nationality. You can have only 1 character per Steam account. If you cannot login (getting Error message), please check here first. Welcome to the game! And there you are, at the capital of your nation. There is a chat screen on your low left corner. It has many cool options. Note the tags Global, your nation (Neutral on this screenshot) and Help. Mouse click there and type if you need an advice or just want to say hi to the world Click + if you're missing some tabs. You can also have a private chat with your friends, but first you need to find and add them to your friend-list. Then right-click on your friend's name in the list to see the options as shown below. Also if you right click on any player's name you'll see a menu which gives you a bunch of options. For example, use Copy if someone posted a web link you need. Note that Trade works only if you and your partner are at the same town. On the "town" menu, you can also buy or sell ships, equipment and other stuff, check your progress (xp), buy repair kits, upgrade your ship with various modules, install new cannons, move stuff from Hold to Warehouse, hire NPC to sail with you (for low rank players only), take missions (quests) etc. "Outpost" button lets you buy a slot and then open an outpost, which gives you a warehouse and 5 "docks" (slots) for ships. At the very beginning you only have an outpost at your capital. You can buy new outposts at other towns. Keep in mind that every outpost will be more expensive then the previous one you've bought. Right now you can also teleport to any one of your outposts, but it has 4 hours cooldown. Teleporting to outposts is possible from town (not at sea) and only for the character (no ship). Teleporting to the capital works from the sea and in that case includes your ship too. Note that cannons have Class and Caliber, those numbers on your equipment screen stand for Class. For example, [7-9] means you can install either long or medium cannons of class 9, 8 or 7, the caliber doesn't matter. Numbers after / are for carronades' class ([7-8] on my screenshot). Remember, you can buy any ship if you have enough money, but if your rank is too low - you will not be able to hire full crew. Less people you have - more time you need to reload cannons, turn yards etc. Here is the thread about ranks. And another one. (to be continued) Sailing: Ready? Hit Sail and you will see your ship in the open world. Now you're free to do anything you want. Look at the map (or hit M ingame) and travel, trade, find other players and go PvP, chase some NPC and fight (click on the ship to see what nation ant type she is. Currently you're ok to attack ships of any nation besides your own. And if you see that red line "Contraband goods found", you're ok to attack even NPC of your nation). If you attack any other ship of your nation you'll become a pirate (currently no way to "undo" it, so beware). All nations are at war right now, so you can only use ports of your own nation and neutrals. Use W, A, S, D to control your ship's speed and direction. To see your stats and to use repair at sea, click the stats button in your top left corner (it looks like 3 horizontal bars). Hit REPAIR and the game will use your repair kits if you have any and if you ship needs to be repaired. You can always buy more repair kits at any town. Missions: Currently the only "quest" you can do is "search and destroy". Click "missions" at any town, and you will be able to chose from the list. You can accept up to 3 missions at once (from the same town or different ones, it doesn't matter). Missions will give you some extra money and XP, on top of what you would earn from the regular battle vs NPC. Hit M to open your map and see your missions location (crossed swords symbol). Now you have to sail and found it at the sea. Sometimes it can be confusing if several symbols are close to each other. Yours will be slightly higher in the air. And if you click on it you would see "Admiralty Order. Event is too far" or this tab as you sail close enough: Battle sailing and chat: Chat window is in your low-left corner. First hit Enter, then type, then press Enter again to send. Hit Enter and then Tab if you need to switch from Team chat (blue) to All (white) and back. To see the main chat window (your national, clan etc) - hold CTRL and then click on the tiny "menu" symbol on the right of "Enter text..." frame. You can also see your speed here (it was 9.3 knots for me when I took this screenshot) and some stats of your ship. To change your speed use W and S, note how "Full" and 100% changes to "Half" and 50% and so on. Also you can hit B for "battle sails". T controls staysails. In case it doesn't work correctly, hit W or S to reset them. The other way to handle your speed and turning is to turn your yards manually. Hold Q or E for forward mast, Z or C for rear mast(s) and see how it all works. A and D turn your ship's rudder. Double tap A or D for permanent left of right rudder setting, tap once the opposite way from locked left or right and it will centre again. Hold A or D down to turn rudder temporarily. Let go and it will center again. F will turn on the Skipper Auto mode (will turn your yards to keep maximum speed for your ship... which is not what you always need ) Shooting: There are different shots that are used by your cannons (1,2,3 keys to pick). Balls are used to punch holes in a ship’s hull and to shoot down masts. Chain is for tearing holes in sails to slow down your enemy. Grape is effective against crew. In the middle of your screen you will see your cannons' status. Let's take a look. Right now I have 2 cannons loaded with balls on "back" of my ship and 9 on the right. My left cannons are still loading and cannot shoot yet. To enter aiming mode, right click when looking in the direction you want to fire. To fire - space-bar for a single ranging shot, or left mouse button to fire a whole broadside. To fire only one deck you can lock others by hitting F1, F2, F3, F4 (when in aiming mode). Another way is to fire "as is", without aiming mode - that would be [ and ] Note that you have 3 different fire modes controlled by V - random, rolling front and rolling back. Also R allows you to "lock sector". K is for mortar "mode" on Mortar Brig. SHIFT pulls up the scope. You can zoom in using mouse wheel. Remember, even if you loose the battle you receive experience points, based on your shooting. Damage and Repair: Here is the diagram located in the top left corner of your screen: 4 bars show your ships armor. If you look carefully you will see that they are surrounded by an outline of a ship, facing right. As you can see, my ship has badly damaged stern (a bar disappeared there) and took some other damage. Numbers indicate how many leaks I have above and below the waterline on each side. Red 1 below the line means 1 leak under the waterline. Also my pump is somewhat damaged (it is yellow. Red means "broken"). That means I'd better use repair (first you need to buy them at the town). Press 5 and select which part needs to be repaired. Also there is a Survival mode (8) used to pump out water from ship's hull (see your low-left corner), repair leaks and extinguish fire. Keep in mind that Survival mode slows down your other tasks (Gunnery mode (7) makes reloading faster, Sailing mode (6) adds a bit to your ship's speed and maneuverability). Here is the detailed explanation of how the crew "mods" work. Boarding: Let's capture that ship! Hit "9" and get your crew ready (note that it slows down your cannons reloading and other tasks). Read this BOARDING GUIDE for detailed explanation. Remember, both ships need to slow down (5kn or less). Look for "boarding possible" indicator and hit G. If you win, you can hit X and take command of the ship. No matter if you did it or did not hit X, when you leave the battle you'll need to choose what to do with your new ship (right click on it) - take command, send to your outpost or sink (admiralty doesn't work yet). If you send it to your outpost, you'll be able to sell it later when you arrive to that town. If you see some loot - drag it to your Hold. Crafting: Each player has "labor hours" which are used to craft materials (and ships). You receive 41 labor hours per real hour (984 lh per 24 real hours). It doesn't matter if you're online or offline. Maximal amount of your lh is 1000 + (20 x your craft level). You receive "crafting XP" when you craft materials and ships, and gradually level up, which allows you to build better quality (basic- common-fine-mastercraft-exceptional) or higher ranked ships and modules. Higher quality ships have more slots for modules, but the final amount of them varies and does NOT depend on a crafter (random). Also the crafter cannot choose the 2nd trim of the ship (currently speed or stiffness), it's a random too: Here is the explanation about trims and wood. To craft ships you first need to build a shipyard at a town where you already have an outpost (and upgrade the shipyard to lvl 2 or 3 for higher ranked ships). Also you need blueprints. At the beginning you have blueprints for Lynx and Traders Lynx. Other blueprints can be obtained when you craft ships or break them up (small chance). Some blueprints will be given to you automatically as you level up. You can buy blueprints from other players, but you need to be at a certain craft level to build a ship (lvl 13 for a basic snow, but lvl 15 for a fine snow for example). Here is the crafting path. You can also find it here. Note that the 2nd link provides a great tool for crafting calculation (many thanks to the author!) Currently top crafting level is 50. Clans: Currently you can create a clan, but it only gives you a tag and a "clan" chat window. More functionality will be added later. The clan leader can promote his clanmates to "Officers". Clan leader and officers are able to accept new members. Graphics, Sound, Controls and Social settings: Hit Esc and choose "options": Note that transparent sails option is a very helpful one for larger ships (for shooting from the deck). A tip from Samba_liten: if the water graphics freak out on you, simply change the graphics setting to low for water and you will be able to play. HERE IS A FULL KEYBOARD CONTROLS MAP thanks, Destraex! That's basically it. Set your sails and enjoy. Don't forget to report ingame or on the forum if you see any bug. Search the forum for some sailing video guides, here are some to start with:
  39. 56 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 PVP 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 and/or clan based events Patrol ROE will be improved somewhat. 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 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.
  40. 56 points
    We have been working in parallel to update boarding to its final version. The boarding could be a turn based game based on scaled units representing ship crews. First experiments show that even basic positional unit based game is 10x better than button commands because it gives a lot more tactical variety and allows for a lot more interesting gameplay. The multiplayer prototype currently runs as a separate application and our current goal is to find an efficient method to integrate it into the main game within the battle instance.
  41. 55 points
    Hello Captains. Here is the development roadmap for the next 3-6 months for your consideration. Significant milestones Move to Unity 5 (complex task with unknown ETA) Current version of unity does not allow us to add more content due to several limitations of memory and the engine. We cannot add new ships because of 32bit application (thats why a lot of ships were removed from game engine to just allow us to patch the game after the introduction of the new sounds. Move to Unity 5 might also increase FPS across the board due to improvements to the engine in general. Port UI complete rework - self explaining. Open world UI improvements - once 1-2 is done Battle UI improvements - once 1-2 is done Localization into first batch of languages - once 2-3-4 is done spanish french russian german simplified Chinese During these milestones the development will slow down and there will be less patches and hot fixes. Especially during the Unity 5 transfer. Once transfer is made it will be provided to testbed for testing. Tunings Finalization of conquest and conquest rewards Additional PVE content (missions, raids other improvements) Finalization of PVP Rules of Engagement and PVP rewards If you think something must be done asap and added to the tuning list please provide list of 3 changes most critical to you or to those who you play with. Example how it might look like Add speed increase during invisibility timer Remove conquest marks and replace them with additional labor hours per day Bring back pvp rewards and pvp exclusive content and increase pvp financial rewards by 50%
  42. 55 points
    This is shambolic, a total disgrace. Every single one of you who left a bad review after hundreds and hundreds, even thousands of hours in the game should be ashamed of your childish petulant behavior. Yet feeling shame over trying to push people away from a game you have played obsessively and still play, would require an IQ above 4, so that rules that out. For every one of these 1,000 hour (and still playing!) reviewers, there are three more with 900+ hours in the game, even more than that with 7-800 hours. You just need a good backhand. You know what 600 hours in game is? That is fifteen 40 hour work weeks of straight Naval Action, that's probably longer than most of you have ever survived in a job before getting fired. I have critiqued this game more than most, there are still many things I am not happy with, I've been staring at the worst 3D rendering of the Constitution for over 2 years. I promise I have never held back, I was the only moderator that would argue and debate with Admin in the mod skype channel, the rest would just kiss his ass, I even quit the moderator team over an argument with him, however, being a grown up, it never once crossed my mind to leave a bad review. For everything that I would like to change, there are a dozen that they have gotten spot on. They are not trying to make a bad game, they are trying to get it right, how we help them and help ourselves is by encouraging more people to buy the game. It ain't goddamn rocket science. You know what is so telling about the sheer idiocy of these little punks? The only consistent complaint across the majority of these bad reviews was one thing: 'There aren't enough players' So you leave a bad review and keep playing to ensure that that problem continues? That is just about the dumbest goddamn thing I have ever heard of. Naval Action now has a 'mixed' review status on Steam thanks to theses petulant temper tantrum throwing children. Hell, one of them was a single sentence 'review' about the 'server being down', a dozen others were about being 'ganked'. Fucking Christ man, grow up.
  43. 54 points
    TLDR? If you have any questions add me on steam or ask bellow DOWNLOAD LINK:DROPBOX LINK TO PDF HERE A nice resource produced by Thomas Cochrane (formerly slipperlycnut) of the crew/gun/poundage characteristics of all the ships available in Sea Trails at the moment: http://imgur.com/Q88T3fz It should be noted that the poundage I recommend using is the highest poundage available in long guns.
  44. 54 points
    Captains Patch is being deployed today Epic events reworked. Epic events now allow only 6 ships to enter (spawning 9 enemies) Epic events now spawn epic (strong) enemies. If you sink or board a ship in an epic event you can pick up a chest from a destroyed ship. Players will have to show strong coordination to be able to destroy those stronger enemies. For first stage of testing we will run the Lineship event (that spawn in unprotected waters around the caribbean). After this initial test we will add a frigate event as well. Port battle changes Port battles now allow limited battle rating based on the city size. We used historical city sizes initially. Please comment on the port battles sizes in the comments and propose changes if any changes needed Open world loot Open world bots and hostility missions now drop better loot depending on ship size. Mission bots drop less rare loot on average. If you are searching for a particular rare book - you have a better chance to get it by hunting NPCs in the open world. Other changes PvP marks have returned. PvP rewards added to the admiralty store. pvp kills now grant both pvp marks and combat marks 2lb gun has been added to game for use on the ships with swivels. First ship with swivels will be added to game in one of the next hotfixes Timers have been tuned slightly. Invisibility timer is now 30 seconds, cannot attack and be attacked is now 45 seconds Reinforcement bot stats slightly changed Speed cap has been increased to 15.5 knots All % caps have been increased by 5% to provide more variability in fitouts Turn rates have been improved for Endymion, Constitution, Agamemnon, Trincomalee, Indefatigable Damage from fire slightly increased (for testing) Explosions now affect ship structure Shot logger has been switched off Fixed the bug that some contested ports are not shown in the list of the contested ports Fixed the bug that did not auto-repair the rudder on the Indefatigable and several other ships In the next hotfixes Ship stats and BR rebalance (more on this later) Le Gros Ventre Refit Epic event tuning and frigate epic pve event Port battle BR limits tuning based on feedback Next large patch Tutorial Le Gros Ventre Refit pictures Hotfix 1 November 1 Significant changes New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty. Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time. Fixes Minor changes for loot tables (some upgrades were dropping too much) Fixed the bot distribution (some regions did not have enough bots) Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
  45. 54 points
    Hey Guys! This guide list's all the crafting recipe's ingame. (No longer excluding ships, if a mod could change the Threads title to "Crafting Recipe's" i'd appreciate it very much!). Sorry for the delay, i was eager to grind in NA and so i never got around to correct the mistakes i had made nor update the sheet with new recipe's. That said i have finally corrected all the mistakes mentioned here in this thread. There might still be some errors in some of the recipe's and a few of the recipe's are missing XP gained and Labour Hours needed. If you guys spot anything out of order or you have any of the missing information please post it here in this thread. BIG NEWS, well, not really but i needed your attention. I have changed the format and the setup of the "Shipyard". This new setup is much easier to update and is also printable! The way the new setup works is that the sheet is now linked to the "Shipyard" title in the OP. You simply click the title ("Shipyard") and this will take you to a published version of the sheet. This published version is simply a "website" version of my sheet. When you are in the "website" version you simply right click and choose "print" to print the sheet. (It worked for me but please do tell if this isn't working properly). Now i'd like to say thank you, you guys have all been very helpful already but i'd like to ask for another favor. - Please check out the new setup and format of the "Shipyard", those of you who asked for printable version please try to print it and see what you think. - When you have done that i'd appreciate it so very much if you could give me some feedback on it. It doesn't have to be the big things, things such as the Colours i use or the way things are spelled/written matters just as much. I want this to be easy to use for everyone, not just those of us who likes looking at spreadsheets. Cheers. Tommy Shelby. NB, also updated the "To-do-list", "Latest update" and "Question". To-Do-List. 1. Get feedback on the new format/setup of the shipyard. 2. Depending on feedback i'll have to update the rest of the guide to the same format/setup. Latest update: Shipyard Updated: - All recipe's up to Trincomalee have been added. - All recipe's should now have the correct information. - Changed the format slightly. - XP Gained added. - XP/ Labour hour ratio added. Question: How do you guys like the new setup/format of the "Shipyard"? If the feedback is positive i will change the rest of this guide into the same setup/format. Known Bugs: - N/A General. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1038192424&single=true Woodworks. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=2107358793&single=true Casting. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=271434967&single=true Weaving. - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1814978985&single=true Modules. Level 0 (Basic) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=339170703&single=true Level 1 (Common) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1466238706&single=true Level 2 (Fine) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=821410286&single=true Level 3 (Mastercraft) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1116223217&single=true Level 4 (Exceptional) - https://docs.google.com/spreadsheets/d/1q8K_cvk_yuuaaH-tVTI8JD-JtB0LkQ27k8X08xeHI_M/pubhtml?gid=1407717923&single=true Shipyard. (Click To Enter). - Quality Level 1 = Basic - Quality Level 2 = Common - Quality Level 3 = Fine - Quality Level 4 = Mastercraft - Quality Level 5 = Exceptional - Link for sharing the published "Shipyard": https://docs.google.com/spreadsheets/d/13NWyP4-pXmwMLcwdDHJdFY49qK196SkBlnoJ4ZJFVOw/pubhtml?gid=0&single=true
  46. 54 points
    Santisima owners will be invited next week.
  47. 53 points
    Gentlemen, Currently the system is a rough division between deep and shallow water ships. Meaning anything above a Niagara will be deep, everything below will be shallow. My idea is simple and straight forward: Give every ship its historical draft. Give every port a draft that varies from port to port. This will result in some ports allowing ships in up to snows, some ship up to frigates, some up to 3rd and some all. Not only that, this will also add diversity to the port battles themselves, since the ship type allowed to bring is the same as allowed into the harbor. Knowledge of the depth of the ports becomes valuable and would add some nice diversity to the world. Thoughts?
  48. 53 points
    Moderators please help us clear off topic if it happens The cost of crew Everyone remembers that the cost to build HMS Victory (and refit it several times) did not exceed 150,000 pounds over the whole career. The size of the fleet in 1800 was around 1000-1200 ships (in various states from ready for action to being built) Total expenses of the British Navy only in 1800 were 19 mln british pounds. 90% of this cost were salaries and provisions - not ships Current ships are cheap and easy to get for 2 reasons Crew does not get paid Crew does not die Officers don't take the share of your prize (in reality officers and crew took a lot away leaving captain only with a share - especially if he was a pirate) We want to fix it. Proposal is actually simple Changes to crew Crew is a limited resource in ports (cannot be crafted). Crew has to be hired in ports or impressed from enemies by means of boarding Crew is provided in certain number per day (a-la labor hours) Crew hire cost includes lifetime salary and insurance You lose crew when you lose the ship (all durabilities) You lose crew completely even if did not lose durabilities if you explode You don't lose crew if you surrender (maybe - not sure) Losing 25 santisimas will lose your nation 25000 sailors Whole british navy staff in 1812 was 140,000 sailors Crew is attached to Captain (like officers) not to ships. You don't need to move crew from ship to ship. It transfers with you - the rest stay (wait) in barracks. Boarding players will be more important - (impress from enemies). Some ports will generate more crew per day and will become valuable targets in port conquest. Crew regeneration increases if you port does not change hands (does not fall to enemy nations). Protecting ports will become more important (crew reservers) More populated nations will have less crew per player (total crew pool of 250,000 for 1000 players) Less populated nation will naturally have more crew per player (total crew pool 100,000 for 100 players) Discuss and propose changes/improvements/alternatives
  49. 53 points
  50. 52 points
    Hello captains. Here are the notes for the patch that will be deployed today New ships To celebrate the increase in the steam ratings 4 ships will be added to the game as event ships. Rattlesnake Heavy – event blueprint L Ocean – event blueprint Agamemnon – event blueprint Gunboat – redeemable for existing users and event blueprint. Redeemable will be given out by end of the week. Event ships are available from special events only – that will be available for for all users on PvP and PvE servers. If ratings continue to grow we will try hard to add more ships before release. We need your support to make the game better. Please go to Steam and rate the game if you have not done so. Thank you for all the generous support! Alliances Alliances added as the first step in the conquest rework. Alliances are a testing feature and might change the game completely. We believe that alliances should make the game play better, but we don't know if they will. IMPORTANT: For initial testing alliances are signed for short periods to help us run several rounds of votes and find bugs together during mass testing. Alliances between nations will change often in this testing patch. In the future alliances length will be increased to intended 3 weeks in a hot fix. Voting is available from third lowest rank and only if your character existed for 15 days in this nation. Number of votes increases with your rank. For more detailed information on the alliance mechanics please visit this topic. http://forum.game-labs.net/index.php?/topic/15577-alliances-final-design/ To enforce alliances better we made several additional changes. All captains have learnt flag recognition better. As a result attacks on friendlies by intent or by mistake are no longer possible. Pirates always acted as a big brotherhood - its is the same for pirates now. Outlaw class is planned for the real pirates who are against all authorities. Friendly player smugglers are no longer attackable. The main reason for this change is the battle denial exploit. Groups can be created with alliance members. Alliance chats added – 1 chat for 2 nations. If your nation has 2 alliances you will have to use 2 rooms. But remember - Loose lips might sink ships https://en.wikipedia.org/wiki/Loose_lips_sink_ships. Other features Special new feature added – you will find it out by playing Special new event added – you will find it out by playing Ships crafted after patch have the name of the crafter added to it. 5% of all combat xp earned on that ship will also be given to a crafter directly to his XP Perks changes We are continuing to add and test systems that can be modified by perks/officer skills. These systems give us extra flexibility in the development and allow to quickly test new interesting gameplay options and features. Some perks can be unbalanced and will eventually be removed if they are hated by the players. Please ignore annoying perks - all bad designs will be removed eventually. Next patch month we will start actively changing perks and upgrades. To give players some flexibility perk reset becomes free until perks are stabilized. Storage perk becomes useless. All bonuses from the perk are removed. Use free reset to replace the perk New perk Doctor – perk recovers 70% of all casualties in combat if you ship is alive by the end of the instance New perk Social – battle generated by the player with this perk stay open for 30 mins for both sides. Other battles will not get affected. New perk Hold optimization – 20% more hold weight New perk Shipyard connections - +15% to ship prices sold to NPC buyer in ports. We know that trading and combat should be done through separate officers and plan to add a non-combat officer as a second hire in the future. Fixed bugs: Fixed bug when muskets were sometimes counted incorrectly during boarding. Multiple other bugs fixed Tunings: Bucentaure excessive crew loss somewhat addressed 36pounder gun added. It is exclusive for only one vessel at this stage, but this limitation will be removed in the near future. Extra check is added during player deletion to avoid unfortunate accidents. Holds are finally rebalanced for all vessels, it is now closer to historical hold sizes. We will continue tuning hold sizes going forward. Small battles room balancer and conditions changed. http://forum.game-labs.net/index.php?/topic/15739-tournament-support-changes-to-small-battles Storm sailing speed penalties lowered. Sealed bottle drop chance reduced. Sealed bottle distance brought back to old – closer distance. No more excessive long journeys. Copper coins added to shipwrecks Area control perk radius increased to 750 meters Press gang bonus lowered to 50% Stiffness was buffed to give +5% to mast HP and +2cm to armor Boarding tweaks were made. Boarding will be more dynamic and generally more enjoyable. Minor changes to some ship performances were made Cannons penetrate trough water a lot less. Bot name tables improved thanks to several mod volunteers. Probably several horrible horrible bugs introduced After patch is stabilized we will start working on the second part of war&peace improvements in relation to port battles, war effort and conquest in general. + New sounds and AI improvements. Discuss. Extra requests Groups preparing for the tournament - please test the small battles room functionality with your practice partners if it works correctly as intended. We are ready to hot fix the problems if any appear.
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