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Important information Doubloons for shipyard lvl 2 and lvl 3 will be delivered to redeemables or directly to money chest by the end of the day today. Spread the news.
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Patch 27 - New Economy feedback.
admin replied to admin's topic in Patch Feedback and General discussions
it will stabilize once you understand that doubloons are not pvp marks and you can get them by multiple means. pvp marks and combat marks are abandoned as a concept. -
eventually the port BR limit should depend on tax income (tax goes up - BR goes up) in a couple of hot fixes we are planning to lower costs of timers and port infrastructure maintenance - we want average port to be money neutral or profitable overall across caribbean.
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Captains. The day of days has come - and we are getting close and closer to release. Patch will be deployed today on 31st of October. This is the biggest patch we delivered to date so expect problems and issues - they will be fixed one by one. Contents It is impossible to describe the multitude of changes in this patch so the list will be short and will just cover areas of changes New bugs and loopholes - please report issues in designated topics or in this topic Updated port user interface. Everything has changed. Just like with all interface updates it will feel weird and sometimes wrong. But it is a much better UI and most importantly it is better for localization Economy has moved to historical currencies reals - silver dollars doubloons - double escudos - gold goins pvp marks and combat marks have been abandoned. Combat marks will be converted to reals - pvp marks turn into doubloons denomination has been applied to all prices (approximately 25 to 1) please report if we missed something in this area 2000 doubloons will be issued to all captains as a timed redeemable for 14 days. Currency conversions Old gold is now reals and were converted at a rate of 25 old gold to 1 real. Combat marks were converted to reals at 20 reals for 1 combat mark PvP marks a were converted to Doubloons at rate 1 to 1 Resources were converted at rates indicated before Partial resource wipe was announced on May 4. Holds contents have been updated for combat ships traders sealed bottles chests all vessels can sometimes carry crew pay (military ships) or results of trading in doubloons (traders) and in good amounts Ship capture rules updated Previously you could not capture imported ships and could not capture 1-4th rates on the PVP server New rule is the following (mostly concerns the War (caribbean) server You cannot take non captureable ships to the open world but you can use them in the instance this means you can capture all ships for sailing in the current battle instance once you exit the instance non capturable ships will be taken over by the admiralty (with hold) Please make sure you dont exit in the imported ship or non capturable ship to the open world if you have valuable things in the hold To receive a reward for that ship sink it in the instance transferring to a capturable ship New missions Hunt and search and destroy - to find and destroy ships in the open world Weekly challenges kill missions (former combat orders) now have difficulty levels and increased rewards bot distribution changed. certain regions now have lineships (like hispaniola) some regions have 5th rates only. Mission class and difficulty now depend on ports Starting ports have lower level missions and easier missions Insurance has been added to all crafted ships you must fight bravely and do not give up the ship (sink) to receive insurance Tow to port now only works if you are really stuck in the open world Economy has been streamlined redundant materials removed (conversion tables - https://docs.google.com/spreadsheets/d/1wskSxkK0nJXCQ-Z-DxJcVFXu_ztPKo0huf4SUHbKQ24/edit#gid=1524048379) resources weights and prices changed building production limits have been greatly increased for lvl 3 buildings e.g lvl 3 building now allow production approximately similar to 5 level 3 buildings before the patch. as a result euro traders permits were removed from the caribbean for testing prices for buildings were adjusted based on complexity of production current buildings were closed and wiped for all players (costs to reopen was added to redeemables) new buildings introduced Forge building is required to craft naval ordnance Academy building is required to craft crew-related upgrades outposts now charge for passenger transportation Admiralty prices updated book prices for high level ships generally increased (because of ample supply of doubloons from activities) ship notes prices now correspond to the alternative of crafting that ship (a lot higher) Max BR limit for shallow port battle is now 110 (which makes Prince the highest BR ship that can enter port battles) Known issues Сhallenge events will start on Monday (light, frigate, lineships) Economy and prices are new and might require several iterations to stabilize and tune Clan leaderboard table does not work as intended and will be updated later - it only shows port battle oriented clans Very rare issue of corrupted items locking the exit from ports can still happen - but we have added the automatic deletion of such items and added additional logs to find more cases of such issue. If you cannot exit from port or sell a ship it is because one item in hold has become corrupted - please let us know when this happen in support section or by f11. Please provide feedback in this section (3 topics are pinned on top and focus on interface, economy and missions) http://forum.game-labs.net/forum/7-patch-feedback-and-general-discussions/ Next steps We plan to stabilize the patch in several iterations and continue work on localization in parallel Next big patch will focus on localization. Official promised languages will be localized by GL, but we will provide the tool to change the language to another if it will be localized by the community (access to language file will be provided and players will be able to replace it with their own). Important information Doubloons for shipyard lvl 2 and lvl 3 will be delivered to redeemables or directly to money chest by the end of the day today. Spread the news. We wanted to deliver the update during maintenance and not wait until the evening. Hotfix 1st November Patrol rewards updated Gold doubloons can only be transferred to money chest in port (transfer cannot be done in OW) Clan leaderboard visibility fixed and shows to everyone (not only people who are in clans) - leaderboard still only based on port battles (will be fixed later) Tow prices (sending ships to other ports) updated and denominated (by 25) Old NPC ship on sale (at old prices) were removed from stores. Hotfix 2nd November Fixed the bug that did not let access the looted cargo from NPC trader ships Fixed the bug in the assist formula (assists now give proper reals - not inflated reals) Search and destroy and Hunt missions in shallow water ports are now only for 7th and 6th rates (no longer they give hunts for 1st rates) Fixed the server exception bug that did not sometimes failed to track hunt missions kills and did not register port battle results participants of 5 port battles that failed to register will receive compensation into redeemables Fixed the doubloon icon in shops Increased doubloon rewards for patrols Hotfix 6th November Bug with 6th and 7th rate missions fixed - they now appear in the mission list in Capitals Safe PvP doubloon rewards for kills slightly increased in line with overall rewards Christian - Danish 2nd rate delivered to all captains who have fulfilled he testbed testing requirements. Check you redeemables. Hotfix 9th of November PvP rewards that drop into holds are significantly increased Shipbuilding woods NPC deliveries slightly adjusted - they deliver woods a bit more often now. Shooting skill book changed from % of muskets to musket accuracy All upgrades in the fire arms upgrades category slightly rebalanced (accuracy slightly lowered) % of muskets for crew decreased. Firearms upgrades will still remain strong - musket fire during boarding using advanced firearms will inflict significant losses Hotfix 14th of November Friendly fire damage against NPC ships is turned off (including fleet NPC ships) Limit on re-taking kill missions for 6-7 rate ships is turned off Amount of kill missions is increased in nation Capitals 1-4 rate NPC ships no longer visit uncapturable ports (excluding Free towns). Respawn time of NPC trader ships is corrected Players no longer need to have reals in wallet to teleport "Max" button collects all resources now Upgrades are removed from the Trader Tool list Economic tunes: Profit of selling trading resources is slightly increased Players can sell more upgrades to NPC shops NPC price of upgrades is lowered Insurance payment is lowered to remove insurance scamming
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TESTBED SERVER - PATCH 27 - Port UI testing - SERVERS LIVE
admin replied to admin's topic in Patch notes
Testbed is closed Thank you very much for all participants. Captains who were able to reach designated goals will receive a rare 2nd rate danish ship of the line next week! (in November). -
Moderated discussion - all off topic will be removed. Captains Please provide your feedback on crafting and trading, new currencies, loot drops from traders and combat ships and general monetary balance and inflation.
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its a known unity issue (happens in tarkov for example a lot). Cant be fixed (only unity can fix it) thus - please do not type during loading.
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@Ink will review and will contact you in private if this case is allowing compensation. internet loss most often than not saves your ship. Server crashes save your ship automatically (instances closes and all ships are sent to log off screen) if server crashes. - so its definitely not your case If you lose connection we send your ship to safe space (in 5 mins your ship automatically raises ship sails and tries to escape) so if you could escape you will escape Basically if it was an instance or server connection problem ALL player participants of the battle would lose connection, meaning all ships would stay alive (case 1 described above). My theory is that you were DCed because of steam. Halloween sale started and steam does not work well during sales - happens all the time. You also mentioned game crash. Your logs are extremely important here. client crashes are not usually the reason for compensation. If it was a prevalent bug it will happen with everyone and we will fix it for everyone and compensate everyone. If it is a hardware issue or rare issue it becomes very hard to determine was it a man made crash or a tech issue (computer drivers etc) or was it a chained crash (like nvidia drivers stop working and then crash the game But if logs show that there is something on our side causing fatal crashes we can recover the loss AND fix the bug.
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They will stay there…
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Naval insurance comes to the Caribbean
admin replied to admin's topic in News Announcements & Important discussions
Naval Insurance is confirmed. All crafted ships if lost in battle will be compensated by the admiralty at base cost or resources excluding doubloons. Do not give up the ships! How it will work. If you enter a battle on a crafted ship - and sink in it - cost of the vessel will be returned to you with no insurance charges. If your ship is captured or taken over - you will not receive an insurance payout. -
You should relax and enjoy life Captain ))) ignore the current pixels… plenty of new pixels coming. Its still one of the best true age of sail sailing games on earth and looking on skull and bones rockets and rams its still going to be for quite a while. Port tax income is irrelevant in the long term and medium term. Our recommendation is to remove timers on ports that you dont really need, and re-enable them once contracts come back. New economy changes and new upgrade system (class based) and new loot from traders might drastically change the upgrade meta and tax incomes will shift as well.
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TESTBED - Port User Interface Feedback.
admin replied to admin's topic in Patch Feedback and General discussions
if it moves it can recoil. it does not matter if it is at the start or during the battle.. have not you noticed fixed guns for all first rates? Thats the reason - even if the gun is stationary it creates a draw call. -
TESTBED - Port User Interface Feedback.
admin replied to admin's topic in Patch Feedback and General discussions
Once little concern. Would not you have to have two ships in the RAM instead of one - one for your ship with recoil + the same ship without recoil for others. Making it even worse. How would you handle this? -
TESTBED - Port User Interface Feedback.
admin replied to admin's topic in Patch Feedback and General discussions
We had recoil and we even had cloth sails in early stages - they work great for 1-5 ships in the battle. The problem with recoil is drawcalls and the requirement to allow 50 first rates be present in one instance (goal was replication of trafalgar). We do not discount the possibility to have the duke of kent some time in the future, but even without duke of kent the amount of possible guns recoiling is 7000 guns. To look good they must recoil separately creating lots of drawcalls. Batched recoil (all guns move at the same time looks worse than no recoil at all). Short answer - recoil for 7000 guns was too taxing when we made the decision - world improved a little bit but not so much to dedicate programming time to add recoils.