admin Posted April 26, 2017 Posted April 26, 2017 Hotfix will be deployed today (26th of April) to testbed. Hold load now affects speed and acceleration. Cannons affect hold. (Hold numbers and weights are not final and will be updated more this week). Cannons now can be crafted (workshop required). Longs and carronades can only be crafted by players and are not available from NPCs. Contracts on cannons can be placed now. Military NPCs now sometimes drop repairs as loot Medkit was replaced by RUM (why did not we think of it the first time). Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated Sugar added to all regions as resource. Other details will follow (will update the post in a bit) Pickle and Privateer now require basic cutter to unlock 3rd slot (not lynx and not cutter as before) Updated 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 4th rate ports and shallow water regional (county) capitals now spawn national NPCs Redwood logs and forests abandoned; blueprints using redwood now use lignum Pine is merged with Fir and is now Fir from today. Pine logs and forests abandoned, blueprints have changed Fire damage is increased by 25% Split function somewhat improved Several bugs fixed More bugs probably added Discuss. 31
Sir Texas Sir Posted April 26, 2017 Posted April 26, 2017 While we are waiting on the update of the game did the progress we had get wiped or is it just update of what we have in game so far?
balticsailor Posted April 26, 2017 Posted April 26, 2017 (edited) I just hope the ship knowledge wasn't reset, since i spend some time in all the small ships to unlock slots there. Nvm it is all still there Edited April 26, 2017 by balticsailor 2
Sir Texas Sir Posted April 26, 2017 Posted April 26, 2017 Ok so medkits are useless and we have them still. Now we have no rum (unless yo had some in stock) and need to make them so we can have medkits. OH and can we get these freaking sliders to have a larger option than 16 at a freaking time. If I'm going to make a bunch of barrels than I'm going to make a bunch of them. Not 16 at a time. 6
Suricato Rojo Posted April 26, 2017 Posted April 26, 2017 (edited) Captured NPCs should give PVE Marks (and a captured player ship should give PVP marks). Right now, the case of PVE, it dosent. I dont know if it is a bug or a feature. If it is a feature what is the reason? I cant get it. Edited April 26, 2017 by Suricato Rojo
captain pips Posted April 26, 2017 Posted April 26, 2017 i still can´t craft or buy anything,wrote the same bugreports like before,but now iám a bit fed up and deleted the testbed,because it´s just not possible to do some testing ,if basic functions don´t work.see you after the wipe.
qw569😳 Posted April 26, 2017 Posted April 26, 2017 19 minutes ago, admin said: Hotfix will be deployed today (26th of April) to testbed. Medkit was replaced by RUM (why did not we think of it the first time). Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated I hope Russian Vodka also will fix crew 8
Jeheil Posted April 26, 2017 Posted April 26, 2017 4 minutes ago, qw569 said: I hope Russian Vodka also will fix crew This will kill crew. 4
captain pips Posted April 26, 2017 Posted April 26, 2017 1 minute ago, Jeheil said: This will kill crew. minimum they become blind. 1
admin Posted April 26, 2017 Author Posted April 26, 2017 10 minutes ago, Sir Texas Sir said: OH and can we get these freaking sliders to have a larger option than 16 at a freaking time. If I'm going to make a bunch of barrels than I'm going to make a bunch of them. Not 16 at a time. ah this one too. yes we will update tomorrow to a bigger volume 9
Jeheil Posted April 26, 2017 Posted April 26, 2017 (edited) Also noticed they changed resource production, my pine log factory (cough level 3, cough 300k, cough lost 2,000 logs) now doesnt produce anymore !! FYI Pine is no more (I pine for my pine)...it has all become Fir...so that explains it. Edited April 26, 2017 by Jeheil 1
mikawa Posted April 26, 2017 Posted April 26, 2017 I am unable to take over a captured NPC trader ship - after "x" to assign crew, the slider is unmoveable - is this a bug or the desired behaviour?
Suricato Rojo Posted April 26, 2017 Posted April 26, 2017 Just now, mikawa said: I am unable to take over a captured NPC trader ship - after "x" to assign crew, the slider is unmoveable - is this a bug or the desired behaviour? Do you have the fleet perk?
HopMaH Posted April 26, 2017 Posted April 26, 2017 (edited) 5 minutes ago, Jeheil said: This will kill crew. Crew kills cannons or bad captain Edited April 26, 2017 by HopMaH
Salty Sails Posted April 26, 2017 Posted April 26, 2017 Hold load now affects speed. Cannons affect hold. (Hold numbers and weights are not final and will be updated more this week) open world? or in battle? or both? 1
Sir Texas Sir Posted April 26, 2017 Posted April 26, 2017 3 minutes ago, admin said: ah this one too. yes we will update tomorrow to a bigger volume The cannons do the same, but man the barrels been a long time annoying thing for many. Thanks. 1
mikawa Posted April 26, 2017 Posted April 26, 2017 1 minute ago, Suricato Rojo said: Do you have the fleet perk? No. Sorry, I didn't get it, that you need a perk to assign crew now. Thx.
The Spud Posted April 26, 2017 Posted April 26, 2017 Wouldn't it be cool to have a feature to swap cargo with your mates in battle isntance after your battle ends? Bit like you do now ingame with the capped ships, but then more like the in port trading (so you can't steal from your mate). Sail up next to eachother and trade goods?
admin Posted April 26, 2017 Author Posted April 26, 2017 7 minutes ago, mikawa said: I am unable to take over a captured NPC trader ship - after "x" to assign crew, the slider is unmoveable - is this a bug or the desired behaviour? if you don't have a perk you can only switch ships
Stilgar Posted April 26, 2017 Posted April 26, 2017 A few comments: good changes to cannons. Prices for mediums are all right and crafting longs and caro's would take financial burden off to an extent. furnishings in list of mats for ship building still require PVE marks, whereas furnishings in materials list require just resources I still miss the point of charging (so high) for perks reset. Perks help diversifying approach to sailing and fighting and therefore diversify the gameplay. Why charge for that? Ok, create a bit of a barrier (5-10 PVE marks), so players do not just jump between ship building / trading / fighting perks, but 50 PVE marks is an overkill, unless there is a good reason for that I failed to see.
Sir Texas Sir Posted April 26, 2017 Posted April 26, 2017 1 minute ago, The Spud said: Wouldn't it be cool to have a feature to swap cargo with your mates in battle isntance after your battle ends? Bit like you do now ingame with the capped ships, but then more like the in port trading (so you can't steal from your mate). Sail up next to eachother and trade goods? That way you can trade loot off a ship ya'll all worked on and well help a buddy out that is short on repairs and such. Repairs take .50 cargo each so they are taking up a lot of cargo hold. This is going to mean a lot of runs back to port to stock up. I was thinking maybe .25 would be a better number. I forgot to look at rum weight though.
mikawa Posted April 26, 2017 Posted April 26, 2017 (edited) @Devs: I like the concept of the 1 dura. It is now (theoretically) possible after loosing a ship to another pc, to capture it back. How cool would it be to have unique ship names and to find notes (we did have notes a long time ago, you remember?) where you get some information like "H.M.S. Phoebe - crafted by mikawa - last seen at La Navasse yesterday 12:45." ? Edited April 26, 2017 by mikawa 5
The Spud Posted April 26, 2017 Posted April 26, 2017 1 minute ago, Sir Texas Sir said: That way you can trade loot off a ship ya'll all worked on and well help a buddy out that is short on repairs and such. Repairs take .50 cargo each so they are taking up a lot of cargo hold. This is going to mean a lot of runs back to port to stock up. I was thinking maybe .25 would be a better number. I forgot to look at rum weight though. If you're out and about in group, you can have someone tag along in a fast LGV with some repairs etc. Would kinda promote teamplay allot. 4
NitroBiLLe Posted April 26, 2017 Posted April 26, 2017 (edited) 45 minutes ago, admin said: Hotfix will be deployed today (26th of April) to testbed. Medkit was replaced by RUM (why did not we think of it the first time). Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated Other details will follow Ok so here my questions... Why rum? Since when do I revive my crew with rum? How can I imagine that? Does this have a realistic reference? i dont know. I think the medkits were as good as they are. Why change it? Other details will follow? WHEN? today? tomorrow? next week? Can you say something more specific? greetings NitroBiLLe Edited April 26, 2017 by NitroBiLLe 2
The Spud Posted April 26, 2017 Posted April 26, 2017 (edited) 7 minutes ago, mikawa said: @Devs: I like the concept of the 1 dura. It is now (theoretically) possible after loosing a ship to another pc, to capture it back. How cool would it be to have unique ship names and to find notes (we did have notes a long time ago, you remember?) where you get some information like "H.M.S. Phoebe - crafted by mikawa - last seen at La Navasse yesterday 12:45." ? Or like a ship log, I wonder if thats easy to code. Like you cap a ship and you can look at the battle history, and how old it is etc. Crafted by X on X at X, participated in X battles, got capped 2 x times by France, 1 time by Pirates. Sank X AI and X players. Was Owned by:.... After all captains kept a log book of their journeys, so would be realstic. Edited April 26, 2017 by The Spud 8
Recommended Posts