While programmers are working on the tutorial and the user interface we will address the long overdue Battle ratings, combat performance and sailing performance of the vessels in the series of patches.
This patch is first part of the final ship performance rebalance and addresses sailing performance of ships of the line (from 4th rates to 1st rates). The goal is to bring more realism into sail curves and yard power. 1000-1200 square meters of sail of the fore mast on the first rate should provide enough side force, allowing amazing realistic maneuvers and more options in combat.
Maneuvers like this become possible (to a certain degree):
Exact (better) Balance between staysails and square sails
Exact (better) Balance between front mast and stern mast + spanker
Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing.
Speed changes example 4th rates (ignoring indiaman)
4th rates are split into 3 groups
Downwind sailers - excellent performance downwind due to more square sails area
Agamemnon (67% square sails area)
Ingermanland (68% square sails area)
Universal sailers - ok performance downwind but great performance upwind
Good turnrate brawlers (ok performance everywhere, but great turning)
Wapen
Implications
Damage model will improve drastically due to exact calculations of square areas of sails
Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force)
Some ships will get lee on bow (bow will turn better)
Some ships will get lee on stern (stern will turn better)
Main mast role will be significantly reduced for turning for all ships due to mast position
Example of main gameplay change
Constitution/Wasa will not catch Agamemnon downwind
Agamemnon/Inger will never catch Constitution upwind
Open world speed will be slightly relaxed to give more flexibility and will be adjusted more if needed
Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique
Known issues:
Bots are affected and might need rebalance (especially making sternway).
OW speeds might go down for some ships at angles closer to wind - we will monitor situation and adjust it if needed)
While programmers are working on the tutorial and the user interface we will address the long overdue Battle ratings, combat performance and sailing performance of the vessels in the series of patches.
This patch is first part of the final ship performance rebalance and addresses sailing performance of ships of the line (from 4th rates to 1st rates). The goal is to bring more realism into sail curves and yard power. 1000-1200 square meters of sail of the fore mast on the first rate should provide enough side force, allowing amazing realistic maneuvers and more options in combat.
Maneuvers like this become possible (to a certain degree):
Exact (better) Balance between staysails and square sails
Exact (better) Balance between front mast and stern mast + spanker
Yard powers was reduced (based on agamemnon testing from 4 to 3) for better more realistic performance. Rudder power slightly increased for Aga based on the testing.
Speed changes example 4th rates (ignoring indiaman)
4th rates are split into 3 groups
Downwind sailers - excellent performance downwind due to more square sails area
Agamemnon (67% square sails area)
Ingermanland (68% square sails area)
Universal sailers - ok performance downwind but great performance upwind
Good turnrate brawlers (ok performance everywhere, but great turning)
Wapen
Implications
Damage model will improve drastically due to exact calculations of square areas of sails
Constitution has more square sails per mast it will get an additional buff to yard power (effect on rotational force)
Some ships will get lee on bow (bow will turn better)
Some ships will get lee on stern (stern will turn better)
Main mast role will be significantly reduced for turning for all ships due to mast position
Example of main gameplay change
Constitution/Wasa will not catch Agamemnon downwind
Agamemnon/Inger will never catch Constitution upwind
Open world speed will be slightly relaxed to give more flexibility and will be adjusted more if needed
Remember that this is a first draft of changes and they WILL require tuning. But its a great start for finalization of the sailing model and making every ship unique
Known issues:
Bots are affected and might need rebalance (especially making sternway).
OW speeds might go down for some ships at angles closer to wind - we will monitor situation and adjust it if needed)
IMPORTANT CHANGE: Victory conditions/points for captured zones
Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
Zones are still captured by the side that has more ships in the zone (as before)
But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)
Expected effects
This means that you no longer need to have all the ships in the circle to win the objective.
You no longer need to brawl in the diameter of the objective.
You can maneuver normally around them and fight without the need to enter the zones.
You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)
Other significant changes
New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty.
Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time.
Tuning
Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones
Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less.
Minor changes for loot tables (some upgrades were dropping too much)
Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days
Fixes
Fixed the bot distribution (some regions did not have enough bots)
Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses
Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.
IMPORTANT CHANGE: Victory conditions/points for captured zones
Every port battle has 3 zones (objectives) that accumulate points if captured (as before)
Zones are still captured by the side that has more ships in the zone (as before)
But the captured zone points don't accumulate if even a single ENEMY ship is present in the objective (NEW FEATURE)
Expected effects
This means that you no longer need to have all the ships in the circle to win the objective.
You no longer need to brawl in the diameter of the objective.
You can maneuver normally around them and fight without the need to enter the zones.
You only need to send 1 ship to stop the points from ticking even if enemy has a numerical advantage (which still matters but matters less)
If enemy have capped the point with many ships (and your ship is blocking the zone) they must get you out of the zone to start getting points, promoting aggressive action (and not kiting)
Other significant changes
New ship - Le Gros Ventre Refit, with swivels. The ship is available for pvp marks in the admiralty.
Outlaw battles have been removed - they were a cause of multiple exploits that unfortunately could not be fixed in a reasonable time.
Tuning
Deep water port battles now only accept ships of mortar brig and above (mb/cerberus and up)
BR limits for port battles rebalanced (mostly increased for deep water ports and decreased for shallow water ports)
Zone diameter reduced from 2km to 1.2 km to reduce efficiency of kiting on the edges the objective zones
Updated the swivel 2lb gun characteristics. It has very low damage to hull, very good penetration to represent their accuracy using current gameplay mechanics and has very good damage to crew (using ball). Basically it is only good against crew at 150 meters or less.
Minor changes for loot tables (some upgrades were dropping too much)
Temporarily, Updated the drop rates for ship notes in gold chests from epic events and increased chance for permit drops. Chests will be updated again in the next couple of days
Fixes
Fixed the bot distribution (some regions did not have enough bots)
Minor tunings for some upgrades (for example fixed bug for trim by the stern providing incorrect bonuses
Fixes of several bugs with ship trade that were not clearing the knowledge slots for the traded ships (creating confusion as they did not work if you did not have the skill yourself)
Fixed spawns for hostility missions that sometimes spawned in locations closer to other ports which granted pvp kills to other cities.
Epic events now allow only 6 ships to enter (spawning 9 enemies)
Epic events now spawn epic (strong) enemies. If you sink or board a ship in an epic event you can pick up a chest from a destroyed ship.†
Players will have to show strong coordination to be able to destroy those stronger enemies.
For first stage of testing we will run the Lineship event (that spawn in unprotected waters around the caribbean). After this initial test we will add a frigate event as well.
Port battle changes
Port battles now allow limited battle rating based on the city size. We used historical city sizes initially. Please comment on the port battles sizes in the comments and propose changes if any changes needed
Open world loot
Open world bots and hostility missions now drop better loot depending on ship size.
Mission bots drop less rare loot on average.
If you are searching for a particular rare book - you have a better chance to get it by hunting†NPCs in the open world.
Other changes
PvP marks have returned. PvP rewards added to the admiralty store.†
pvp kills now grant both pvp marks and combat marks
2lb gun has been added to game for use on the ships with swivels. First ship with swivels will be added to game in one of the next hotfixes
Timers have been tuned slightly. Invisibility timer is now 30 seconds, cannot attack and be attacked is now 45 seconds
Reinforcement bot stats slightly changed
Speed cap has been increased to 15.5 knots
All % caps have been increased by 5% to provide more variability in fitouts
Turn rates have been improved for Endymion, Constitution, Agamemnon, Trincomalee, Indefatigable
Damage from fire slightly increased (for testing)
Explosions now affect ship structure
Shot logger has been switched off
Fixed the bug that some contested ports are not shown in the list of the contested ports
Fixed the bug that did not auto-repair the rudder on the Indefatigable and several other ships
Epic events now allow only 6 ships to enter (spawning 9 enemies)
Epic events now spawn epic (strong) enemies. If you sink or board a ship in an epic event you can pick up a chest from a destroyed ship.†
Players will have to show strong coordination to be able to destroy those stronger enemies.
For first stage of testing we will run the Lineship event (that spawn in unprotected waters around the caribbean). After this initial test we will add a frigate event as well.
Port battle changes
Port battles now allow limited battle rating based on the city size. We used historical city sizes initially. Please comment on the port battles sizes in the comments and propose changes if any changes needed
Open world loot
Open world bots and hostility missions now drop better loot depending on ship size.
Mission bots drop less rare loot on average.
If you are searching for a particular rare book - you have a better chance to get it by hunting†NPCs in the open world.
Other changes
PvP marks have returned. PvP rewards added to the admiralty store.†
pvp kills now grant both pvp marks and combat marks
2lb gun has been added to game for use on the ships with swivels. First ship with swivels will be added to game in one of the next hotfixes
Timers have been tuned slightly. Invisibility timer is now 30 seconds, cannot attack and be attacked is now 45 seconds
Reinforcement bot stats slightly changed
Speed cap has been increased to 15.5 knots
All % caps have been increased by 5% to provide more variability in fitouts
Turn rates have been improved for Endymion, Constitution, Agamemnon, Trincomalee, Indefatigable
Damage from fire slightly increased (for testing)
Explosions now affect ship structure
Shot logger has been switched off
Fixed the bug that some contested ports are not shown in the list of the contested ports
Fixed the bug that did not auto-repair the rudder on the Indefatigable and several other ships
The balance in the world is threatened. 3 nations invaded the Caribbean. Prussian, Russian and Commonwealth Navy was spotted in the Bahamas in the vicinity of Shroud Cay.
Prussian flag is already have been seen
Other news
Battle experience can be received for damage even if you did not kill the target. Prize money will remain on the traditional privateering "No prey No pay"
Tow to port added - players will be able to transport one ship per day instantly
Hostility missions can be taken in free ports
Reinforcement zone slightly reduced
Improved national descriptions on the map
Tuned damage caused by ramming (almost removed it due to bugs with unity 5 physics)
Added surgeon button during boarding - surgeons could work during boarding and invisible button was unfair to those who did not know that
Fixed the bug causing incorrect number of resources produced in buildings
The balance in the world is threatened. 3 nations invaded the Caribbean. Prussian, Russian and Commonwealth Navy was spotted in the Bahamas in the vicinity of Shroud Cay.
Prussian flag is already have been seen
Other news
Battle experience can be received for damage even if you did not kill the target. Prize money will remain on the traditional privateering "No prey No pay"
Tow to port added - players will be able to transport one ship per day instantly
Hostility missions can be taken in free ports
Reinforcement zone slightly reduced
Improved national descriptions on the map
Tuned damage caused by ramming (almost removed it due to bugs with unity 5 physics)
Added surgeon button during boarding - surgeons could work during boarding and invisible button was unfair to those who did not know that
Fixed the bug causing incorrect number of resources produced in buildings