Popular Post admin Posted March 10, 2016 Popular Post Posted March 10, 2016 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 58
Fesevoa Posted March 10, 2016 Posted March 10, 2016 Looks good! Now with production buildings in, is the "Port Royal" style supply of resources out?
Charles Caldwell Posted March 10, 2016 Posted March 10, 2016 Some excellent additions, can't wait to test..... but wasn't there a mention of new ships?
hitem Posted March 10, 2016 Posted March 10, 2016 This is great! Thanks for the heroic sacrifice with the patchhours
Powderhorn Posted March 10, 2016 Posted March 10, 2016 Looks solid all around. Not sure that a 2 minute entry timer will be enough for tighter spaces like the Antilles, but I imagine it will suffice for more open areas like the Gulf of Mexico area.
Siegfried Posted March 10, 2016 Posted March 10, 2016 2 minutes YES!!! Cero speed zero turn rate YES!! All others fixes mainly YES!! Good job mates, I am eager for testing all this NOW!!! Thanks!!! 1
ajffighter86 Posted March 10, 2016 Posted March 10, 2016 (edited) Niagara is now a better ship Very succinct! With the blueprint added in now, I might revisit that ship. Overall these look like some major changes. I'm sure there's going to be many changes in tactics now, hopefully for the better. Expect other significant changes to boarding in the next 1-2 patches Hopefully, one day, grenades will kill more than 1 person. Edited March 10, 2016 by ajffighter86
Aussie Pastor Posted March 10, 2016 Posted March 10, 2016 (edited) heroic sacrifices from our QA J????? QAJ? I know what Q&A is but QAJ, is this a typo or I'm just an old guy? Edited March 10, 2016 by Aussie Pastor
Wang Posted March 10, 2016 Posted March 10, 2016 I'll be the first Australian to give the QA team a HUGE thank you! Much appreciated!
Jan van Santen Posted March 10, 2016 Posted March 10, 2016 Resource production buildings added – buildings can be built only in national towns NPC production will stay on its current level and will be gradually decreased over time to fully player dependent economy how is this supposed to work on PvE server ? There is eg no Dutch town producing life oak. Also: the need of a shipyard to build ships has removed my ability to sail to a free/neutral town and build ships to order for other players. Doesn't make much sense for PvE server imho.
Cmdr Thrudd Posted March 10, 2016 Posted March 10, 2016 Fantastic changes, well done Devs! What does the shipyard do and what effect do the 3 tiers have? I thought it would reduce the labour cost for building ships but this seems unchanged on the UI so I'm unsure
Albert Posted March 10, 2016 Posted March 10, 2016 Nice updates GL folks! Thanks. Building Ships - We need a shipyard, but what is any effect is there of having 2 - 5 shipyards at one outpost? Aye, Albert
admin Posted March 10, 2016 Author Posted March 10, 2016 how is this supposed to work on PvE server ? There is eg no Dutch town producing life oak. good point. but i think you can build buildings in neutral towns
Weddel Posted March 10, 2016 Posted March 10, 2016 It was mentioned before that economies of scale would maybe be applied.For example: 1 person with 5 gold mines yields more output that 5 persons with 1 gold mine.Was this implemented with the patch?
codyproxy Posted March 10, 2016 Posted March 10, 2016 Ships now cannot turn with 0 speed – this is extremely important and potentially game changing Does this mean the AI cannot turn magically when all his masts are down? Or does this only affect players? 5
Antihide Posted March 10, 2016 Posted March 10, 2016 good point. but i think you can build buildings in neutral towns Resource production buildings added – buildings can be built only in national towns"
Blackbeard787 Posted March 10, 2016 Posted March 10, 2016 good point. but i think you can build buildings in neutral towns Where's hte new ships
Jan van Santen Posted March 10, 2016 Posted March 10, 2016 just sailing to a neutral town w outpost to test it. Even more crucial: There is no dutch town producing silver on PvE, thus no more upgrades for the dutch, once economy is purely player driven ? For the time being, there is still town production.
Recommended Posts