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Posted

Discussion Thread: http://forum.game-labs.net/index.php?/topic/5725-open-world-patch-2-feedback/

 

General

  • Caribbean central bank has conducted a global denomination by 10x for all prices and cash reserves.
  • Ship prices adjusted to be more historical
  • Ship prices when selling now take durability count into account
  • You can now start a chat and invite to group right from the OW (without tedious searching etc)
  • Group indicators added giving better visibility for group members
  • Teleport now only works from stationary ship
  • Exit mechanics have changed
ROE changes
  • Battles will close 10 mins after start. Only bots will be able to enter the battle (if they are in the vicinity). It will affect potential ship captures. If you want to capture the ship avoid populated enemy areas.
  • You can enter any battle to support lower battle rating side
  • Open world attack timer is now 20 seconds instead of 10
  • Open world attack circle is smaller for bots now
  • Bots will now enter battles with large battle rating difference
  • NPC patrols fleets introduced near spawn ports
NPC changes
  • Fleets added. You can now recruit a fleet to sail with you.
  • Better dispersion of shot for NPCs
  • Less collisions for NPCs
  • Several bugs are caused by target selection expect some bots to become more dumb. Will be fixed next patch.
Combat and travel
  • Ship survivability increased (approximately doubled) as a test
  • Grape shot does not penetrate planking any more (bug)
  • Raking fire should be more effective
  • Destroyed cannons no longer block shots
  • Ballistics fine tuned
  • Depower sails (T) introduced. It takes down jibs and staysails. Pressing it again brings them back up (bugs may still happen)
  • Undocumented features (like lock sector) don't work yet.
Posted

Patch Announcement and Discussion Thread: http://forum.game-labs.net/index.php?/topic/5773-open-world-patch-3-list-of-features-and-changes

ROE

  • Bots will now only enter battles when their nation is involved
  • Bot entry timer is 15 mins (it is 10 for players)
  • Bots will now only enter battles when one of the sides is at a disadvantage
  • Bots will stop entering when Battle rating is equal 
Combat & Sailing
  • Grape should not not penetrate armor on all gun calibers now. You will get better results shooting at stern balconies, ports and windows.
  • Ships top speeds were lowered for the following vessels
    • Trincomalee frigate
    • Renommee frigate
  • Speed tunings are not final and will continue to be changing based on battle data and player feedback.
AI
  • AI is somewhat improved
  • NPC will prioritize players if they are close
  • NPC will try to focus on 1 target
  • NPC will switch to double shot if you are close
  • Bugs with NPC firing sectors are fixed
  • NPCs will use realistic dispersion
  • NPCs will not be as awesome when tacking
Economy
  • If you lose a ship it means you lost the durability - ship should not be repaired, it's brand new - just lost 1 durability
  • Rewards are significantly increased
  • Money rewards for PVP are doubled
  • Several bugs with XP calculations are fixed
Posted

Patch Announcement and Discussion Thread: http://forum.game-la...es-and-changes/

Short Version of Patch Notes

  • Added two new ships - Pickle, BellePoule
  • Сhanged visuals of ports
  • Сhanged visuals of land
  • New shop selling modules, guns, resources
  • New ship shop/auction. Ships can be put on sale by player
  • Added fire zone for single shots
  • Added the ability to lock the fire zone at different distances
  • Added tactical tablet to control fleet bots. Called by pressing M. Now bots can give certain orders in an instance
  • Reworked system DPS Grape. Now Grape penetration increases, if decreases the armor of the ship

You can now sell items (at least from the hold/upgrades area). Known issue - you still can't sell from the warehouse - this is apparently a bug.

 

Additional Information on Zone Fire:

 

Old [gunnery] system was flawed

 

1) You could not see which cannon you are firing - while in reality you saw the general direction where cannonball will fly because you were aiming the gun through the port.

2) Close range convergence was non existent. Lowest convergence distance was length of the gun deck even though in reality you could turn guns to make it smaller.

 

New system solves those two problems and actually makes shooting more realistic eliminating weird design decisions. You now have better controls over convergence, and actually see which gun is used for tracking shot.

 

regarding modes of fire.

Locked sector auto - is basically old firing mode - where lowest convergence distance was length of the gun deck. Guns are locked 90 degrees to hull and this mode can be used when you need to cover large area of the enemy hull or when making a passing rolling broadside.

 

Unlocked sector auto - guns use realistic turning angles and can be used to shoot at one spot with dispersion. The mode uses aiming reticule for elevation and guns converge at the spot where they fall (with dispersion) with that elevation.  It is useful for close range raking or when destroying cannons. It is less useful at long range fire because dispersion at longer ranges eliminates benefits of convergence.

 

Unlocked sector 100/250m - same as previous mode but guns converge at 100/250m with dispersion. Useful for demasting or medium range raking fire. 

 

Combined with the ability to switch off decks by f1-f4 you now have excellent control for precise fire increasing tactical depth of gunnery.

Additional information on Ships in the Shop:

Currently only common and basic ships are in the stores. But you can capture better ships.

A small patch was made this morning:

  • Fleets are temporarily disabled
  • Snow received a small buff
  • Teleport time increased to 2 mins
  • Grape should work better now
  • Other minor fixes with performance and stability
Posted

Patch Discussion Thread: http://forum.game-labs.net/index.php?/topic/6266-open-world-patch-5-list-of-changes

What's new :

  • Boarding is switched off until next patch.
  • New bugs added.. Some sounds not working properly due to increased number of tracking shots by NPCs. Multiple other bugs introduced
  • New ship added - Saint Paul - please provide feedback on vessels in respective topics
  • 2 New trader vessels added. Traders Lynx и Traders Cutter (new food for new players)
  • Grape reworked to work finally 
  • Mass now has influence on collisions
  • Bowsprit should not break so often for taller ships when hitting small vessels.
  • Important: Repairs reworked and are persistent with Open world
    • Repair kits should be bought in the port or found in loot. Repair kit repairs 40% of everything (crew, sails, hull)
    • Repair skill has 10 min cool down and uses the repair materials bought in port. If you are out of materials you won't be able to repair
    • Internal part repairs don't require consumables and are also on the cool down.
  • Cannon upgrade slots now better understand differences between carronades and cannons. Some unhistorical fit outs were eliminated as a result (full carronade first rates)
  • Tow request (teleport) can be done to any outpost you have. You can select the outpost for towing in the outpost menu. 
  • Income and XP breakdown is added to battle result screen
  • Auto-Hail on click is implemented
  • All items in hold are lost if you sink
  • If you board the enemy vessel you will receive 50% of the enemy hold (if he carries gold, and ship report letter random loot fairy determines what you will get)
  • Surrender does not destroy durability of the vessel the vessel appears in port with 0 hp requiring full repairs
  • Port started to consume resources
  • You cannot buy a vessel in a port that does not have an outpost IF you already have a ship there. You first have to sell a ship then you will be able to buy a new one. 
  • Pirates can now join both sides of the pirate vs pirate battles. Yarr
  • National resources added.
  • Color blind options tuned - aiming line changes color from red to white in the color blind mode 
Fixed bugs:
  • Ramming BellePoule does not kill crew any more
  • Yard turning rate now is affected by crew size on the frigate
  • Fire can now spread to all vessels if you are nearby
  • Items are no longer lost if you move from one ship and back and back in the battle result screen
  • Grape and chain no longer can cause leaks in rare cases
Tunings:
  • Time which you can place the ship for sale is increased to 10 days.
  • Teleport is now 120 seconds
  • NPC spawn faster after death on OW
  • Information on the vessel is increased in the tooltips
  • Bot distribution changed - you can finally hunt in the bahamas
  • Minor Store interface changes
  • AI somewhat changed and maybe improved
  • You can now haul more goods (stack increased 2x)
  • Brig battle rating increased
  • Penetrated shot damage decreased for the opposite broadside
  • Loot chances lowered for low quality items
  • Yacht crew increased to 40
  • 1st rates turning slightly increased
  • Double shot extra damage nerfed by half
  • Double shot reload increased by 10%

Micro Patch today will have this.

  • Bot yard turning is not so perfect and timely any more. Unlike players they still will always use yards to help to turn but it will happen less. 
  • Bot shooting will be more accurate at long distances, because currently their spread was too big.
  • Bots will not always tack and will more often turn into the player (not away from it)
  • Repair amount is lowered to 30% and there are ONLY 3 repairs in battle.
  • Port prices will require bigger amounts to be sold to move prices up or down.
Posted

Feedback on New Boarding Thread: http://forum.game-labs.net/index.php?/topic/6272-feedback-on-new-repairs/]http://forum.game-labs.net/index.php?/topic/6272-feedback-on-new-repairs/]http://forum.game-labs.net/index.php?/topic/6272-feedback-on-new-repairs/

OW Patch #6 is being deployed.

What's new:

  • New exciting bugs added
  • New boarding added : more information here. http://forum.game-la...ges-discussion/
    • we are also adding a guide soon
  • Heel indicator added on the compass
  • New boarding upgrades added and old reworked
  • IMPORTANT: Repairs. We have returned sea trials repair mechanics to testing. You have no cooldowns on repairs and can only use 3 during battle. Repairs are separate and only repairs Sails OR Hull (not both). Please report on new repairs in the repair feedback topic here.http://forum.game-labs.net/index.php?/topic/6272-feedback-on-new-repairs/
  • Crew recovery is moved to Surgeon button with 20 min cooldown - we keep crew recovery in this patch because of boarding for testing. 
Fixed bugs:
  • Rum rations prices fixed.
  • Captured ship repair price was 3x higher - fixed now for newly captured vessels. Old captured ships are unique and will keep old huge repair price. sell them or lose in battle
  • After realistic historical ship masses were added some ships heel was broken. Tuned to be me more proper. Please report heel inconsistencies in ship feedback topics
  • Boarding kills should be now shown in the battle result screens (previously xp was proper but crew count always wrong).
Tunings:
  • AI behaviour is somewhat improved. They will collide less in large battles. But will still be aggressive against players. 
  • Brig and Navy Brig planking buffed
  • PvE and PvP monetary rewards increased. Penalties for fighting multiple smaller vessels reduced. 
  • Ship prices rebalanced to take their performance and survivability into account. Repair prices were also rebalanced.
  • Attention. old ships you have will have old repair prices. Some ships you have will have higher repair prices than exact same new ships you buy or capture. If you are unhappy, with the repair price on your old ships sell them or lose in battle..
Testing Focus: Boarding, Trading and New ship prices and repair costs.

Minor update:

  • Preparation required to initiate boarding has been reduced to 50 from 70. 
We are aware of the following problems - keep them in mind when playing
  • Bot collisions - will be improved next week
  • If you capture a cutter by a constitution and transfer to that vessel your crew in instance will remain 40 up to the end of the battle, even if you transfer back to your original 450 men ship - bug
  • Crashes. A lot more crashed because of new code additions - please report crashed by the radio button Report crash in Steam before launching the game.
  • Morale shock losses is too high on high level ships

Minor update

 

Fixes

  • Boarding crew focuses now properly gives bonuses to sailing and penalties to gunnery. As most your crew is on deck.
  • Fixed the "maternity hospital bug" where crew recovery (surgeon) was based on the ship you were commanding when using the surgeon skill and not the original crew. Causing you constantly creating men.
  • Fixed the "graveyard bug" where your crew was consistently lower when you were taking command of the lower base crew ships.
  • Fixed the "G spot bug" which did not let you grapple the enemy ship at certain spots or positions
  • Attack is no longer is killing half of the crew against fire grenades
Tuning
  • Command switch cost is now 20% of the command you want to switch to
  • Command switch cost starts going up at 11th second of the round and goes up until the last second reaching 50% of the command cost
    • For example. Attack costs 30 preparation. If you switch to attack at the last second it will cost 45 preparation (30 attack cost + 15 switch cost)
  • If both sides switch on disengage boarding will end immediately
  • Morale shock calculations are fixed. Morale shock drop will depend on the % of crew lost, not on the absolute men lost.
    • morale shock is the extra morale drop if you lose more men than enemy. losing 10% crew for example loses 10% morale, but losing 50% crew because of the devastating nature will most likely lost 70% morale.
  • Minor changes in musket, grenade and deck gun damage

Minor boarding tuning patch

 

Main changes

  • Command differences are now less costly.
  • Morale shock tweaked
  • Switching costs rebalanced. You lose significant amounts of preparation if you switch at the last moments (or wait in general). Best strategy now is to pick the command in the beginning and stick to it. 
  • Attack cost lowered to 20 preparation
  • Attack duration is now 1 round
  • Deck gun reload increased
  • Brace and defend now inflict some damage to the enemy due to musket fire.
  • Overall damage lowered.
Overall dynamics have changed this way.
  • If you are not sure if you can win - better disengage
  • To be sure - destroy enemy crew before the boarding. Equal ships can expect a prolonged unconvincing battle with significant losses for both sides.

Bug fixing patch 11 August

1) Surgeon skill now does not reset when changing ships - bug

2) Normal repairs now don't reset if you change to enemy ship and back - bug

3) Pirates who were not pulled to instance can now enter the battle on one of the sides (before it was always sending you or npc to the attacker side)

4) Continued testing of sinking. All pumps received 15% bonus.

5) Bellona received historical weaponry on upper deck

6) Surprise increased turning buff and 1kn. Next patch belle Poule, frigate turn rate might be lowered a bit

7) bellona pavel and constitution turn rate increased by 0.1 degree per sec

8) cooldown for module repairs doubled

Posted

Discussion thread for the "Wacky Patch" is here: http://forum.game-labs.net/index.php?app=forums&module=forums&section=findpost&pid=130046

Hello Captains

 

These are going to be unusual patch notes. Because it is a very experimental patch. These patch notes are in the combat section because they only concern combat.

 

As we are getting closer to Early access release we have some community debt to deliver on. Some requests that you were asking for were too risky to test in a normal environment and we delayed them. Today is the day. We will have almost a week to test the craziest ideas.

 

Please spread the info in chat if you see that people are puzzled about the changes.

 

Important potentially game changing changes

  • Low speed turning is decreased for all vessels: Because many people said they liked the turning more in the beginning of the sea trials. And probably forgot that it was too slow for others.
  • Stationary turning is significantly decreased for heavy vessels, and moderately decreased for medium vessels.
  • Repairs are gone completely - ship/mast/sail integrity is buffed accordingly. Many said that ships should be repaired slowly or should only repair in ports. We hope this patch will help to guide everyone to the right decision 
  • Surgeon is gone now - multiple requests
  • Rudder hp is lowered by 50% across all vessels
  • Structural leaks are much lower now
  • Leaks from shots are going to happen much more often now. Ships will have to control the flooding by managing heel, shots at the waterline are becoming very important now.
  • As a result of 5.6 ships combat should be more realistic in terms of how ships sink (not from losing integrity but from actual leaks) - but we warn you it is not necessarily making the combat more fun ;)
Other changes
  • Heavier weaponry should have a bit more influence on speed now - multiple requests
  • Heel increased for several ships - multiple requests
  • Heel from damage is back for testing - some requests
  • Upgrade bonuses are lowered universally for overused upgrades (speed, reload, boarding) - multiple requests
  • Sail set up speed is reduced by 5%-35% depending on the vessel - multiple requests. Captain should try to slow down by yards not by setting up sails.
  • Yard turning speed is reduced by 5% universally - multiple requests
  • Explosion damage is doubled - multiple requests
  • Acceleration is decreased for all ships from cerberus and up from 15 to 50%  - multiple requests
  • Pavel turn rate decreased- multiple requests
  • Navy brig is buffed - needed buff
  • USS constitution lost 0.5 knots in speed and 0.3 grad in turning - multiple requests
Basically this patch is a final check for some of the design decisions. After this test most of the design decisions like repairs and their existence or sinking mechanics will be somewhat frozen in stone. 

 

PS. We hope its not a Homer's car.

Posted

Discussion thread for Patch #7 is here: http://forum.game-labs.net/index.php?app=forums&module=forums&section=findpost&pid=131489

 

Captains

 

Patch #7 is a significant update that required a hard data wipe.

 

Important statement about the UI (User Interface).

User interface will continue to deteriorate for quite some time. We do not want to waste resource polishing something that is actively evolving and changing. Finalization and rework of the UI will happen only after all core features are added.

 

Its current looks are exactly as they should be - technical and functional - containing necessary components for the future.

 

If players ask questions about the UI that does not look good, please be a good ambassador and explain why it looks like this.

 

New features

  • Crafting and trading improvements: for more information refer to the crafting topic http://forum.game-labs.net/index.php?/topic/6869-basic-guide-to-crafting-ships/
  • Player contracts: players now can place buy/sell contracts for resources in ports (5 contracts max). Haulers selling resources will sell to the contracts with the max price. Players buying resources will buy from contracts with the lowest price. 
  • Reinforcements and national waters protection: for more information refer to the reinforcement topic: http://forum.game-labs.net/index.php?/topic/6871-reinforcements-and-defensive-fleets-short-guide/
  • Events: 2 types of events added to the event list - large battles (every 3 hours and small battles. Events are balanced by nations and groups (opposing sides will have red and blue flags). Groups will enter the battles on one side. Large battles start with 36 players. Small battles start with 4. Ships can be lost or captured in the events. In the future event functionality will be expanded. 
Combat changes
  • All combat changes from the patch #6.9
  • Gun loss now depends on frame state - you will lose guns a lot less with intact planking
  • Fire chances now depend on frame state - fires will start a lot more with destroyed planking
  • Stern damage should be a bit more dangerous
Content tuning
  • Upgrades are now split into 2 groups
    • Upgrades - can be installed and taken off the ship
    • Permanent upgrades - can only be installed once, and are destroyed if you take them off the ship  
  • Map has been added to the game. Visuals are temporary, final map will be based on the beautiful maps created by the community, depending on the final UI art style.
  • Starting ship is now Yacht
  • Resources now can drop from traders
  • Weight system added
  • New ship characteristics added
  • Port production and consumption reworked
  • Useless modules reworked or dropped
  • Battle rating system rebalanced
Bug fixing

Multiple other fixes in terms of tech stability including sound improvements.

And of course: lots of new bugs and problems were introduced.

 

Goals for testing

  • Crafting
  • Events and balancer testing
  • Changes to repairs
  • AI behaviour 

What's new:

Yacht is now a basic ship

 

Fixed bugs:

  • Permanent modules can no longer be switched without destruction
  • Rigging parts now properly require pine logs
  • Preparation now properly drops to 0 after disengage for both ships or after winning the boarding
Tunings:
  • Battle rating updated for all vessels
  • Crafting notes drops increased
  • Base price of several ships changed
  • Ship price determination mechanism tuned
  • PVP and PVE XP increased (was too low)
  • Repair prices tuned to be more reasonable
  • Monetary rewards are increased for PVP/PVE
  • Structural leaks have been increased a bit
  • Structural leaks start below 10-15% of planking state (planking hp)
  • Sail integrity increased 50% (forgot to add it last time with overall hp buffs)
  • Explosion effects for crew decreased by 30%
  • Fire chance reduced by 30%
  • Fire deck guns no longer OP (fixed)
  • Preparation per round increased (sometimes it was too long and tedious to wait for next round)
  • Resource prices movement increase to allow a bit more profits from trading
  • Margin for resources have changed
  • Resources distribution has changed
  • Resources production has changed
  • Reinforcement distance has increased
  • Minor AI improvements
  • Contract bug fixed - where if you bough the resources you have bought them at max contract not min contract
  • Upgrades Extra pump, Reinforced rudder, Reinforces masts, Lightweight ropes and blocks have been moved from permanent to regular group

Micro patch today

  • Constant bot whistling has finally stopped
  • Rudder bug fixed (yellow rudder was applying full penalties)
  • Controls fixed - no longer need to reset them after fresh download.

Iron patch

  • Iron ore and Coal production has been increased 6 times
  • Iron ore weights have been fixed
  • National resources consumption was reduced

Iron patch 2

  • Ore requirements for all ingots have been reduced to 2.
  • Prices have been adjusted accordingly.
  • Weights of goods rebalanced.
  • Bug allowing selling resources at max price at ports that did not consume it - fixed.
  • Amount that can be bought without the price changed have been reduced to more appropriate levels.
  • NPC Traders now carry more resources

What's new:[/size]

  • Crafting notes can now be made by players (requires gold coins and hours)
Fixed bugs:[/size]
  • Wood type bonuses fixed
Tunings:[/size]
  • Cerberus, Navy brig, Brig, Snow speeds buffed a bit.
  • Large events timing moved to 1 hour later
  • Large events start timer is longer now
  • Max purchase goods volume increased 2 times
  • Historical artifacts can now be sold in capitals
  • Defend command is more effective during boarding action 
  • We disabled drop of preparation after boarding as it causes more problems than it solves. We plan to rework the cool downs on boarding initiation in one of the future patches
  • Bonuses for hammocks and marines reduced
We will provide yellow pellew sights to everyone today for testing better accuracy and its effects on precision gameplay (some captains expressed concerns that having yellow pellew sights makes gameplay more diverse/better as it allows precise raking, demasting or other actions that don't feel random but controlled by a player (and without pellew sights it feels just random). Please install pellew sights we will provide and test the combat with and without them.
Posted

Discussion thread for Patch 8.1 is here: http://forum.game-labs.net/index.php?/topic/7558-patch-81-4th-of-november/

New patch will be deployed today

 

Due to significant nature of the patch, please expect a lot of new bugs, lower FPS, crashes, connection drops, and unstable combat and constant general state of annoyance. Due to move to 64 architecture expect crashes! Your crash reports will help us fix them faster. Crash reports are sent automatically but you can post about them in the support topic.

 

If you use 32bit (x86) Windows system use lowest possible quality settings - because crashes and problems are guaranteed on those systems. If you have 32 bit system also use X86 option when launching the game but its very unstable.

 

As usual report anything bad or strange or annoying by F11.

 

General

  • New exciting bugs and problems
  • Clans are connected now – you can create guilds
  • Bot routes and placement have changed significantly
    • Traders with or now escorts now sail everywhere along the coast
    • All other bots are generally sailing around historical capitals, regional capitals and free towns.
  • Bots no longer sail through land (may sometimes still walk on land)
  • Bot OW curves fixed (they were inverted)
  • Bots combat capabilities were improved again (hopefully)
  • National ranks introduced (not sure about it but lets try)
  • Promotion requirements changed and now require honor kills (NPC or Players)
    • Honor kill – confirmed kill of the enemy vessel of the same battle rating or higher
  • Ship stats in the main lobby should show properly now.
  • Open world now uses the same wind curves as instances
  • Free towns are added
    • Free towns are cities that allow all nations including pirates
  • Large and small instance wind formula changed
  • Balancer now tries to get everyone into battle (but still does not split nations into two groups)
  • Reinforcement now only sends you vessels available to bots
    • You can command the reinforcements now and give them orders and targets. The person who called the reinforcement receives the right to give commands
  • To test AI commands and general performance light fleets for players are back
    • Players can hire light vessels up to snow
    • Hired fleet can be lost and if you are running you have to give command to escape (of course this does not guarantee they will). Hired fleets have 5 durabilities and will always sail with the player. (ability to leave them in port will be added later in the future)
Trading and crafting
  • 3 Player accounts are back – but new players are created without cash and ships
  • Players can trade with each other now if they are in the same port – new channel created for that – port only trading channel
  • A lot of contract and trading related bugs are fixed
  • Players can now specify which kind of inherent characteristics are created when crafting
  • You can increase your warehouse now
  • You can sort items in your warehouse now
  • Outpost prices have changed
  • Stores now don't have ships and upgrades from blue to higher
  • Ship break up chance now depends on number of durabilities.
  • Danish bear and American cotton can now be used for trading as well (previously they were not consumed by other random towns)
Combat
  • Shock states have been added
    • Yard shock – you cannot raise sails and turn yards for 30 seconds
    • Crew shock – you cannot do anything with the crew for 30 seconds
    • Reload shock – your reload is stopped for 30 seconds
    • To inflict shock state you have to inflict heavy damage to hull or sails or crew over a short period of time. This feature is extremely useful for organized coordinated groups who now will be able to fight against much larger groups of enemies successfully.
  • Fire now stops your crew from doing things if it gets to certain size, this will either make your ship uncontrollable or will force you to switch to survival.
  • Hitting the sail no longer makes the ball disappear. If it does not hit rigging or masts it will continue flying and damaging subsequent sails even on other ships. 
  • Repairs are back
    • 2 Hull repairs of 10% each allowing the players to get out of structural leaks – 10 min cooldown
    • 3 Sail repairs of 30% each allowing players to repair sails- 10 min cooldown
  • Medium speed ship turning was improved a bit for all vessels
  • Turning power from yards have been increased for all vessels by 5-10% depending on the ship
  • Boarding rebalanced and somewhat improved
    • Boarding crew focus now sends a lot of men to top decks making them vulnerable to grape fire
    • Defending is much easier now during boarding
    • Reload commands can now be given during boarding
    • Crew focuses can now be switched during boarding
    • Cost of switch increased.
  • Upgrades are rebalanced (mostly boarding and speed related)
  • Max crew parameters have been changed for some vessels
  • Lynx and Privateer are now specialized boarding vessels and received a minor speed buff and boarding buffs
  • Grape will now ricochet a lot more if shot at extreme angles
  • Medium guns damage was increased by 10%
Tech
  • Multiple bug and tech fixes
  • New x64 infrastructure and client
  • New net code library improvements
  • Minor graphical update
To be sure everything works properly please update video card drivers, delete the build and update the game from scratch.

Gameplay changes

  • Battle dynamics have returned to pre-patch level. Speeds have been adjusted numerically to stay historically correct. For some it might still feel slower than usual due to placebo effect (you see 14 where you saw 17 before) and because of waves.
  • Battle rating honor kill requirement adjusted by approximately 70% for testing. You will get honor kills if you sink a ship 70% below your rating, for example Santisima will receive honor kills from most heavy frigates
  • Chain damage have been decreased 50%
  • Bot bonuses for boarding combat tweaked according to their level
  • Repairs numbers are: 1 for hull 1 for sails.
  • Minor tweaks in BR for light vessels have been done
  • Bots no longer sail Lynxes (except for trader ships)
  • Trader numbers have been decreased
  • Traders now drop more goods
  • Port Aves changed Nationality to pirate
Fixes
  • Mistakes in accuracy ratings for several types of guns fixed. Guns are now consistently more accurate compared to carronades
  • Repair cost for fleets have been fixed
  • Fleet durability loss fixed. Previously bot durability was lost even if you won the battle
  • Camera fixes on several ships
  • Game login/exit messages for clan chat have been disabled.

8.2 Fixes

  • Belle Poule blueprint drop bugs fixed
  • Battle circle now starts becoming smaller 5 mins before the battle ends
  • Several network fixes to solve the inability to use port UI in some cases
  • 2 months later...
Posted

Patches 9.0 - 9.5:
 

What's new:


  • You can now pull your group members to admiralty order events if you are not the group leader
  • Reply functionality added to chat (UI is not final)
Fixed bugs:
  • Fixed bug when if you captured lynx or cutters you received basic lynx or basic cutter
  • Fixed more bugs not letting you pull your group members into group battles.
  • Fixed bugs that did not let you receive the redeemable yacht
  • Fixed bug that sometimes generated more NPC bots when entering the battle
  • Fixed bug with the port assault flag time slot - time slot was inclusive/not exclusive before (it allowed next hour as well)
  • Fixed the bug with no damage in large battles
Tunings:
  • Gold/Compass wood production increased
  • Reload is now penalized more if you lose a lot of crew
  • Upgrade drop in combat tuned
  • Mast strength tuned to approximately these numbers 7 shots for lower mast section, 5 shots mid mast section, 2 shots upper mast section (taking into account the damage from the max gun possible for that ship)[/size]
  • Reduced speed penalty during constant turning to bring out the ship differences more
  • Large battle start every hour now
  • Reload upgrades nerfed
  • Leaks appeared too often in high level ships - fixed
  • Speed of large leaks repairs increased - was too slow
  • Bots lost carronades temporarily (to help them with shooting)

Hello Captains
Here are the notes for patch 9.4
As usual new spectacular and wonderful bugs were possibly introduced  - please report problems by F11 button.
 
Key changes
 
Double shot disabled for rework

  • Double shot was to overpowered in some cases and was not a tactical choice. It is disabled for rework and rebalance. Cannon/carronade damage increased 15% to balance the lengths  of battles.
New player experience
  • Player creation screen reworked a bit to be more clear and easy to understand
  • Opening outpost texts are now more easy to understand (no more “buy slot” or “open here” confusion)
  • Group entry into admiralty orders is less confusing now and should generally work better (but expect bugs)
  • “Events” tab was renamed “missions” – as new players did not understand you can get orders there.
  • NPCs generation in orders rebalanced – you will not face impossible odds again. It will be sometimes hard, sometimes easy but but not as hard as before.
  • Small events will provide bots if you are alone in the balancing screen
  • Small events will stay open for entry longer allowing more players in (they were starting too fast)
Changes to Yacht and basic ship
  • The basic starting ship is a cutter now.
  • Yacht has moved to a redeemable that will be available only to those who are buying the game before the release.
  • The redeemable will work this way.
    • You can redeem and receive a free yacht every 2 days if you don't have it in docks anywhere.
    • If you have it in docks somewhere you cannot use the redeemable
    • It is a good blue yacht with both permanent and upgrade slots
Port battles stabilization
  • Global fast travel cooldowns – Fast travel (teleport) now has a universal cooldown. You can teleport between outposts without the ship or to capital from open sea once in 8 hours. We already think it is too long and will provide a shorter cool down tomorrow during maintenance. 
  • Attack time windows: Person who created an assault flag and who led the port battle to victory can set up a timer for defense for all future port battles.
    • This time can be set up in the conquest tab if he is in that port.
    • After this time is set flag can only be created during that time window.
    • To capture the port back you have to attack the port at the time determined by the defenders and then switch it back to the time comfortable to your nation.
  • Port battle entry timer is 40 mins now (up from 20)
  • Reinforcements can only be provided by national ports of your nation
Deliveries reworked.
  • Weight limit implemented
  • Time of delivery will depend on distance (min 2 hrs)
  • Price for delivery will depend on distance as well
Gameplay Tuning:
  • Boarding now can be started at 0 preparation (of course you should only start boarding at 0 preparation if you are sinking as a last ditch attempt to win the battle or if you have overwhelming advantage). 
  • Ricochet angles lowered a bit.
  • Battle rating rebalanced for multiple vessels (to provide better distribution of npcs in admiralty orders)
  • Grog rations buffed
  • High level bots should fight better in boarding now (its an experimental change: might make them too hard)
  • Certain AI problems fixed.
Fixed bugs:
Multiple bugs fixed.
 
 
HAPPY HOLIDAYS EVERYONE



Patch 9.3 - Important - durability numbers changed for several vessels. 
 
What's new:
Assists are added - if you do enough damage you will receive assist xp for the kill
NPC Deliveries added - Ports now can arrange shipments for bought resources for you.
You can now invite your group members to admiralty order missions - if group members are at a short distance from the instance marker you can pull them into the instance by pressing a separate group entry button
Contested ports no longer sell assault flags
Assault flag prices are increased back to pre-patch level.
 
Fixed bugs:
Several contract bugs are fixed (e.g gold contracts not fulfilled)
Bug with port battles newsfeed is fixed (too many indicators for the same event)
Several camera problems fixed on the Cutter, Buoyancy bugs are also fixed for the cutter. it will be more comfortable to sail now. 
Several visual bugs are fixed for Mercury and Belle Poule
Cannon reload bugs fixed (sometimes reload froze for no reason)
Double shot visual asynchronization in rare cases fixed
Multiple other fixes.
 
Tunings:
Durability of frigates dropped from 5 to 3
Durability of 4th rates (including constitution) is dropped to 2
Durability of all ships of the line is dropped to 1
Close hauled and beam speeds is improved for frigates (thanks to barberouge, maturin and jodgi research)
Sail transparency can be enabled in OW now
Cerberus speed is increased by 0.8
Bots no longer attack you at open sea
Ports that consume the resources pay a little bit more for those resources to make trade more profitable


Patch #9.2

What's new:
  • Complete overhaul of all ship planking based on their historical sizes (More info here: http://forum.game-labs.net/index.php?/topic/7621-historical-armaments-and-hull-weights-community-research-project/page-7?p=148044#entry148044).
  • Complete rebalance of guns for all ships - 99% of vessels received historical gun load outs.
  • Complete rebalance of gun damage based on research and community feedback  (More info here: http://forum.game-labs.net/index.php?/topic/7621-historical-armaments-and-hull-weights-community-research-project/page-7?p=148044#entry148044).
  • Rebalance of Crew focuses - no more strange turning penalties if you have full crew as you only need several men to turn the rudder
  • Rewards added if you won the port battle
  • Information on 10 last port battles and 10 active flags is added to the map.
  • Resource purchases is brought back to certain ports - to provide more opportunities to trade
  • All light ships (except traders) now can participate in port battles.
  • You can leave your NPC ships in port now if you don't need them today - no more losing money on their dismissal
  • Bots have learnt to use combat upgrades (not only boarding upgrades as before)
  • Martello Towers now can fire during boarding (as the melee fight is happening on land and stairs)
  • Basic stern lights added for testing
  • BR Difference is switched off when attacking at sea - to improve group gameplay. There will be no more unnecessary group splitting if you want to sail with your friends. (5x anti grief mechanic remains)
  • Nation winning the port battle can enter the contested ports
  • Rebalance of admiralty orders locations was implemented 
  • Teleport from outpost to outpost without the ship have been added. Assume you are traveling on a balloon or a passenger ship. 
Fixed bugs:
  • Finally fixed bug that allowed faster reload with low crew.
  • Fixed some minor contract bugs
Tunings:
  • USA bots have been added - for some reason USA had 0 NPCs
  • Battle times have increased to 90 minutes
  • Battle zone (circle of death) reduction speed decreased more (2x)  
  • Cooldown on assault flag creation increased from 3 to 5 hours
  • Chainshot damage increased 50% (-25% less than before the 100% nerf)
  • Medium and long guns damage falloff distance increased (from 1km to 1.5km)
  • Cannon destruction chance increased from 30% to 40% at 0 armor
  • Bonuses of Extra planking, Extra pump, Steel toolbox reduced 50%
  • Penetrating leaks creation chance increased  
  • Grape ricochet angle decreased (grape will still always ricochet at narrow angles, despite the armor state)
  • Santisima lost 1 knot of speed
  • St Pavel and Victory lost 0.5 knots of speed
  • Port battle warm up time decreased to 5 minutes - (10 was too long) the other timer have been increased by 5 mins.

 

3 fixes will be deployed today 2nd December

  • Until port battles reward are in Assault flags prices have been reduced 5x times
  • Leaks tuned to be more reasonable - no more instant sinking
  • Critical bug with money disappearance after sale of ships if you are offline is fixed. Thanks to all captains who helped to find the problem.
Patch #9.0
What's important:
  • Glorious game breaking bugs have most likely been added
  • Port battles added
  • Admiralty orders added to events: as a foundation for the admiralty store and fame points (or admiralty points)
  • Honor kill requirements are temporarily disabled due to popular demand
  • Open map events foundations added: Sail around and sometimes you will find an even just for you. System is rudimentary and will act as a basis for future development of variability and epic battles on the OW.
  • Bots ship variety returned
  • Teleport now works only to Capitals
  • Pre-Port battle anti griefing mechanics introduced. You cannot attack vessels or groups that have BR 5x higher than yours. If you are attacking a group of ship stationed together their combined BR is taken into account. Frigate supposedly wont attack 5 santisimas sailing close to each other.
Tuning
  • Map tech improved a bit
  • Fleets no longer fire at their masters
  • Repair crit (5 3 combination) now repairs all critical damage
  • Speeds overhaul for all vessels
  • Speeds for OW tuned to be more comfortable while still being realistic
  • Battle circle of death radius increased 2X in events
  • Battle cicrle of death reduction speed increased 3x
  • Max crew for Jr Leutenant and alternatives was increased to allow sailing the HMS Ontario(Snow) 
  • Group icons have changed
  • Minor UI changes in Ports to allow for new features
  • Ship BR adjusted across all vessels
  • More traders with escorts have been added
  • Kill XP bugs fixed (no more 2x XP for PVE and 1.5X for PVP)
  • Repair crits cooldown have been reduced to 7.5 mins
  • Bot behavior somewhat improved
  • Large NPC Fleets are back
  • Regular battles close after 5 mins now
  • Port battle entry close after 20 mins (10 red timer time 10 reinforcement time)
  • BR of reinforcements will not change the BR of battle and will not allow entry of additional enemies any more
  • NPC military ships and convoys will attack each other more than before (more than never)
Other fixes were done and problems created.

 


Patches 9.5, 9.6:

Discussion thread for Patch 9.62 is here: http://forum.game-labs.net/index.php?app=forums&module=forums&section=findpost&pid=168480
 
 

What's new:

  • Afk timers has been added to all servers. If the player is inactive in game for 30 mins he will be auto-kicked from the server.
Bug fixes
  • Tower target selection fixed. Towers in port battles now fire at targets even if they are partially blocked by other ships
  • Bot deceleration bug fixed – it will reduce the number of collisions between bots and players.
  • US server bugs with connections to instances fixed.
Tuning
  • Niagara was a new ship and some mistakes sneaked in: as a result
    • Turn rate increased.
    • Planking increased and its class improved (it was too weak for its class)
    • The ship is still in testing and will be added to the game at a later stage.
    • Its BR is still high and will be adjusted next patch (br changes require more coding so it will be done next patch.)
  • NPC Ships of the line can now carry heavier weaponry on the stern and bow, to provide better protection against stern camping. Players will get this ability next patch.
Leftovers.
Group xp awards are also improved in the internal build. It needs additional checking and might be deployed on Friday (but this is not a promise).
Niagara battle rating (BR) and other ship battle rating tuning will be done in the next patch

 


Hotfix posted to Steam today:

  • Server caps increased to 2200 simultaneous players 
  • Carronades have been improved and their close range penetration increased (it was too low). 
  • Cayo Romano, Gibraltar, and 2 bermuda port mission problems fixed. Ports mission representatives no longer give quests. In the future mission spawns will be improved and these ports will grant missions again. Right now you might need to find another port. 
  • Several server optimization features implemented. 
  • Number of unnecessary packets sent to players reduced. 
  • Assist XP/Kill XP slightly increased. We are going to increase group xp even further once we close the loophole with the abnormal kill xp granted in one case that could be exploited.

We plan to deploy a minor hotfix on the 23rd of January during maintenance.
 
Patch contents

  • Chat fixes - currently chat windows are disabled by default and have limited size. New chat will hopefully be able to serve up to 2500 concurrent players in global and help. We found the problems causing it and rewrote the chat code over last 2 days.
  • Extra warning for player deletion - extra explanations added to the player deletion to stop players from making major mistakes.
  • Coal production expanded across the region
  • Iron production expanded across the region
  • Other minor fixes
  • Probably new bugs.

 

 
 

Hello Captains
 
Couple of important changes in this pre-release patch 
 
1. XP rework.
 
During sea trials we have provided relaxed xp. We are slowing down the speed progression by lowering kill and assist xp awards that provided significant abuse potential (allowing high kill xp in several cases especially on ensign ranks). The main source of XP is damage and crew kills. This also will make PvP progression 50% faster now because before kill and assist xp lowered that difference. We initially thought to award xp only on target death but decided to keep the way it was until we get more data and reports.
 
XP/Ranks are a work in progress. We will continue to review the rank thresholds constantly during the next month and will apply changes if needed.
 
2. Deliveries and risk
 
Deliveries eliminated all risk from hauling goods and killed privateering. To fix the problem we have done the following change:
 
Deliveries are now only possible from Freetown to Freetown. Captains will have to collect the goods from the nearby towns themselves. And if their crafting base is elsewhere they will have to bring the goods from the Freetown to their crafting location. Some players will of course switch production to freetowns. This feature will start working properly once production buildings and shipyards are implemented (that feature is currently leading in the player votes). In the future free towns will not allow construction of shipyards or will have high taxes.
 
To reduce the number of trading trips (but keep the potential risk) the hold for all trading ships has been increased 4x. This will stay until introduction of bigger trading vessels like Indiaman.
 
3. Port battles
 
Port battle xp rewards and monetary rewards were lowered to their normal state. Upper threshold for prices of assault flags have been reduced 3x. Most expensive flag now costs 300k.
 
4. Player accounts
 
Based on the community voting player can now have only 1 account. Neutrals are disabled. 
This decision is not final and we might add the option to add additional players within the same nation.
 
Patch is already deployed and we are undergoing final checks before opening the head start.

 
 

What's new:

  • You can destroy your Yacht now if it is in the enemy port. Many people could not redeem the ship because the port with the yacht was captured. Now if it is stuck - destroy it and redeem a new one.
  • Player cannot attack now when he has an invulnerability timer. It was allowing some surprise attacks after exiting ports. (invul and invis timers will be reworked after release)
  • You no longer can attack players of the nation in the vicinity of their capital. The "protected by Capital" area is reduced 2x times. 
  • Due to popular demand fleets were disabled for advanced ranks. You can only use fleets during first 3 ranks. Max AI fleet ship level is cutter. If you feel this is wrong please be more vocal on the forums to protect features you love. 
  • Missions enemy strength somewhat decreased. You will still get some hard missions but less often. If you get a hard mission bring friends or cancel and take it in another port according to your rank.
  • Reminder: Missions force you to upgrade your ship. If you are trying to to lieutenant missions in a yacht you will suffer.
Fixed bugs:
  • Bug with lack of durability loss when client crashed was fixed. It allowed people to keep durability if they alt f4ed in battle in several rare cases.[/size]
Tunings:
  • Carronades max possible operational distance increased to 500 meters from 250
  • Martello towers armor class increased
  • Bot composition tuned (pavels can be only sailed by players) Max bot ship is 74-3rd rate
  • Durability numbers changed - 1st rank 1, 2nd rank 2, 3rd rank 3.
  • BR Rebalanced (lineships BR increased) to provide better balancing in events and missions
  • AI Accuracy bugs fixed
  • Fort behaviour and shooting bugs fixed

 

 
 

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