Popular Post admin Posted May 18, 2016 Popular Post Posted May 18, 2016 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. 80
woodenfish Posted May 18, 2016 Posted May 18, 2016 Can you explain the thinking behind teleport to capital having to have an empty hold? 1
Kokerpiraat Posted May 18, 2016 Posted May 18, 2016 Spyglass added to open world YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSS 1
n_Ka Posted May 18, 2016 Posted May 18, 2016 (edited) Spyglass added to open world Player voted ship: Rattlesnake - sloop of war Player voted ship: Chapman's Indiaman - combat trader We are doing certain experiments for xp for travel for future exploration and other features \°/ Edited May 18, 2016 by n_Ka 1
Eldberg Posted May 18, 2016 Posted May 18, 2016 Looks great!P.S Can we possibly get a key modifier for isolating decks? For example: Pressing F1 will isolate top deck, Pressing Shift + F1 will isolate all decks but the top deck. 2
TommyShelby Posted May 18, 2016 Posted May 18, 2016 Can you explain the thinking behind teleport to capital having to have an empty hold? It is so that you cannot TP your materials/resources. Instead you will now have to use the Delivery system or sail across the Open Sea. 8
DEK Posted May 18, 2016 Posted May 18, 2016 Num Enter on keyboards can also send messages now Hell yeah !!!!! xD 1
Guest Posted May 18, 2016 Posted May 18, 2016 (edited) Teleport between outposts(docks) is now without cooldown Is that possible with ship (and cargo) or only the captain teleport without ship? Edited May 18, 2016 by Guest
TommyShelby Posted May 18, 2016 Posted May 18, 2016 Teleport between outposts(docks) is now without cooldown Is that possible with ship (and cargo) or only the captain teleport without ship? Teleport between outpost's only Teleports your "Captain". 2
Ned Loe Posted May 18, 2016 Posted May 18, 2016 Spyglass and Free teleports are awesome (More pvp). Great work guys! Indiaman RattleSnake 8
312_JS Posted May 18, 2016 Posted May 18, 2016 (edited) Can you enable numbers only Clan tags pretty please? Edited May 18, 2016 by 312_Jura
Ned Loe Posted May 18, 2016 Posted May 18, 2016 Teleport between outpost's only Teleports your "Captain". That is fine, move your ship once and teleport as many time as you wish to pvp in that area. 5
Dius Posted May 18, 2016 Posted May 18, 2016 (edited) Much dancing and merry making will be going on this evening... Edited May 18, 2016 by Dius 3
Fluffy Fishy Posted May 18, 2016 Posted May 18, 2016 This looks very interesting, I am very curious to see the changes to damage, side armour and penetration.
LeBoiteux Posted May 18, 2016 Posted May 18, 2016 Damage model 5.0 New ships added Other changes Spyglass added to open world Ports will sometimes purchase ships from players on the auctions Tunings:Ingermanland и Constitution are now built on 2nd level shipyards (because they are 4th rates) +1 We are doing certain experiments for xp for travel for future exploration and other features XP farming for AFK travel ? XP when sailing near enemy coasts ? XP from a certain distance ? XP when achieving a defined objective ? Are the following features abandoned as any attempt to make AI more challenging / give it tagging skills ? We wanted to add the following things to the AI in the next 2 content patches. teach them to chase and demast teach them to board teach them to operate in groups and focus fire create several roles and patterns for bots (like bots that can parry you or backstab you in Dark souls) This would increase the options in generating interesting missions and events 1
RA6E Posted May 18, 2016 Posted May 18, 2016 Interesting shift. "Teleport between outposts(docks) is now without cooldown"
woodenfish Posted May 18, 2016 Posted May 18, 2016 Which notes do you need for Ingermanland and Connie? Seeing as these are moving to level 2 shipyard, are they going to be using mid grade notes from now on? 3
Lancella Dutch de Wildt Posted May 18, 2016 Posted May 18, 2016 Other changes Spyglass added to open world Clan warehouse added to the game Clan tag is now showing on the open world THIS Love these changes, benefits the immersion! 1
-Krumpf- Posted May 18, 2016 Posted May 18, 2016 (edited) Teleport between outposts(docks) is now without cooldown And who is this going to help more than the Pirates who can now use the basic cutter cap FEATURE to redeploy entire fleets then teleport in just a few minutes from hotspot to hotspot. And yes, I am soooo jelly.... Edited May 18, 2016 by -Krumpf-
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