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Posted

Hello Captains

Here are the patch notes for the forthcoming patch for testbed.

  • All Testbed characters will be wiped - EXCEPT FOR craft xp, money, xp and ship knowledge unlocks. This will happen in the future as well. Additional redeems for xp and money were provided 
  • Fixed bugs – players who were stuck without crew in the  Battle result screen - BRS screen; you can now exit the BRS. Just accept all warnings and exit to the nearest friendly port.
  • Guns are now sold in units (not in decks). Blueprints for gun forging and drilling will be added next week.  Medium guns will be available from NPCs by capture, long and carronades will be only player crafted.
    • Warning – basic guns are not sold in ports (not yet). To get basic guns (if you started or have a new rookie character) just sell your basic cutter and buy a new one – it will be provided with a set of guns.
  • Rookie zones removed. Rookie capitasl are added back to respective regions (details here). Players who were stationed in the rookie zones – sorry for the inconvinience
  • 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 back and is required for ship crafting
    • Lineships blueprints are now available in the admiralty. Prices are not final.
    • Most other ships are available for all players and unlock based on level (incl Endymion and Indefatigable)
    • Gifted perk removed
    • Ship blueprints no longer drop when crafting
  • Certain changes to knowledge slots unlocks are done
  • 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. 
  • Fixed bug that did not allow to access hold for NPC ships in missions and events
  • Fixed another set of bugs keeping players in the BRS screen
  • 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.

Expect bugs - several new features are introduced and may cause problems for testbed gameplay.

Thanks for the patience and support.

  • Like 31
Posted (edited)

In B4 the ?!?!?!?!?!?!?!

But seriously...  Looks like some good changes.  Thanks!

 

 

Edited by Sir Joseph Blaine
Posted (edited)

Guns are now sold in units (not in decks).

Finally fixed. 

Medium guns will be available from NPCs by capture, long and carronades will be only player crafted.

Love it! 

Admin can you guys add consumable ammo? Since you are on the right path right now. Multiple suggestions were posted in past. 

Thank you. 

Edited by Ned Low
  • Like 3
Posted (edited)

Its a bit offtopic maybe, but can we get some Info about the hardcaps of ships (like max speed = 15 knots)? Otherwise its hard to judge ship knowledge.

Edited by Jon Snow lets go
  • Like 1
Posted
1 minute ago, Jon Snow lets go said:

Its a bit offtopic maybe, but can we get some Info about the hardcaps of ship (like max speed = 15 knots)? Otherwise its hard to judge ship knowledge.

sorry but not yet.. they are all placeholders now.. speed is 15 knots the rest i believe range from 20% for hull and 100% for accuracy

  • Like 4
Posted (edited)

Guns being sold in units:

If you lose cannons in a battle, do you have to go back to a port to buy more? Or do you just need to buy the # of cannons per deck and then you're good?

EDIT:

Lineship BPs in admiralty store, are the blueprints permanent after purchase or do they have limited runs?

Edited by Teutonic
Posted
3 minutes ago, admin said:

sorry but not yet.. they are all placeholders now.. speed is 15 knots the rest i believe range from 20% for hull and 100% for accuracy

Which ships can do 15kn ?

Posted
4 minutes ago, Teutonic said:

Guns being sold in units:

If you lose cannons in a battle, do you have to go back to a port to buy more? Or do you just need to buy the # of cannons per deck and then you're good?

EDIT:

Lineship BPs in admiralty store, are the blueprints permanent after purchase or do they have limited runs?

currently if you repair you repair guns too.

line ships BP do not have additional requirements - we have not implemented permits yet. But there will be permits for some ships of the line and superior frigates (for pvp, conquest and on pve server for pve marks)
 

  • Like 1
Posted
3 minutes ago, Alakrana said:

If I reset my player I get the exp and redemables now?

if you did not use them or won't use them they will stay in the redeem box

  • Like 1
Posted
Quote

Guns are now sold in units (not in decks). Blueprints for gun forging and drilling will be added next week.  Medium guns will be available from NPCs by capture, long and carronades will be only player crafted.

Fantastic!

Please allow us to arm trader vessels now, except that each pair of guns shrinks the hold space by the corresponding percentage.

Every merchantmen without exception should carry at least a carronade or two.

  • Like 3
Posted (edited)
12 minutes ago, Augustus Charles Hobart H said:

so will cannon losses in battle instance require new cannons to be crafted?  Or is it on a deck by deck basis IE only the loss of the ship causes the loss of the cannons?

This would be awesome if they could add 'Shipwright's Overhaul' to restore guns that were lost. Same as mast braces players would need to purchase and carry these packs on their ships. Consumable ammo that would work exactly like 'New Gun System' would be amazing. Simply have 'Basic unlimited ammo' + let players craft slightly better consumable ammo for pvp needs. If they can do these, player econ is 50% boosted and more popular just like that.   

Edited by Ned Low
  • Like 2
Posted
9 minutes ago, Cmdr RideZ said:

Which ships can do 15kn ?

no ship can sail above 15 knots even with 8 +100% speed upgrades

  • Like 2
Posted
1 minute ago, Alakrana said:

I use them and for a bugg I lost them by resetting the player .. I will not get them again?

those are lost

but we are providing new during the patch.

Posted
Just now, Alakrana said:

But answer the question .. after the update today on the server tested if reset my player will have redemables exp? Yes or no ?

if you are still in the BRS screen just exit it (accepting warnings and pop ups) and you will be fine

if you already deleted your character and have not yet created a new one just create new one (new redeems will be in the redeem box)
if you already created a new one - redeems will be in the redeems box
 

  • Like 1
Posted
1 minute ago, admin said:

no ship can sail above 15 knots even with 8 +100% speed upgrades

Upgrades will define more than ship types?

It would be a nice if recognizing ship types and understanding what specific ship types can do would matter more than less.  If upgrades can make any ship to go 15kn, ship knowledge is less important.  You see a ship, but you still cannot know what it can do, as you cannot see the upgrades.

All ships that can do that capped 15kn, are probably important ship types.

Posted
Just now, Cmdr RideZ said:

Upgrades will define more than ship types?

It would be a nice if recognizing ship types and understanding what specific ship types can do would matter more than less.  If upgrades can make any ship to go 15kn, ship knowledge is less important.  You see a ship, but you still cannot know what it can do, as you cannot see the upgrades.

All ships that can do that capped 15kn, are probably important ship types.

endymion is fast.. so probably it does not require a lot of speed upgrades because its already built fast and cannot be improved much in the speed related arena. Thus there is no need to install a lot of speed upgrades on the endymion as no ship could sail more than 15 those times (physics water hull other reasons).

But you don't like the endymion and like indiaman more (as a bait ship). So you fit it with 8 speed upgrades and it might sail 15 knots. 

  • Like 2
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