From now on only ships carrying fireship upgrades will be able to blow up themselves by turning off survival focus. Other ships will only explode by being under concentrated fire from other ships or being under crewed.
New flags
Various flags are added in the Flag DLC and the Admiralty shop.
These flags added thanks to research and support of the following captains:
Intrepido and SirAlatriste collection
Spanish flags:
Bandera de Corso Buques Mercantes 1748 Buques Mercantes 1762 El Ferrol 1760 Flandes Flag Merchant flag
Anolytic collection
Russian flags:
Andrew's Cross Blue Peter Yacht Flag Russian-American Company Tricolor 2
Swedish flags:
Banner 1620 Cross Flag
Thonys and Van stiermarken collection
Dutch flags:
Amsterdam Admiralty Ostende Ensign Retribution Ensign Rotterdam Rotterdam 2 Zeeland Zeeland 2 No Mercy Flag Geoctroyeerde West-Indische Compagnie
Stanley Kubrick and Angus collection
British flags:
Blue Ensign Blue Red Ensign Wide Scotland Ensign White Ensign Wide - Barry Lyndon Version
Frozen collection
USA flags:
Reprisal Ensign Wild Duck Ensign
Rovers and Z4ys collection
Prussian flags:
Brandenburg Ensign Preussen Ensign
Elegant way collection
Chinese flags:
Commander Flag Commodore Flag Officer Flag Provincial Flag
Wind shadow acted as a permanent stun and this was causing hate as it had no counter. It was also slightly too strong as ships of equal size would still get some residual wind if they are tall enough.
We reduced the penalty by approximately 20% This means ships with equal length and mast will lose speed but not by 100% and will be able to sail and turn (just slowly). Very small ships will still be affected by full penalty.
Wind shadow distance was also reduced by approximately 10%
Hull load influence on speed Hulls were designed to carry ballast, water and goods. If ship sits too high in water (empty load) its keel is also higher in water. Empty ship cannot be faster than loaded ship because its waterline shape becomes different and keel will not translate wind force into forward movement. Ship will also roll more and be more unbalanced
As a result - old design when every ton added was making you slower was removed.
Hold weight no longer affects speed
The side benefit is also - server is going to be feeling better and your looting will become easier.
To counter the abnormally high hold of traders we reduced speed of all trader ships by 1 knot.
Looting bug. We fixed the bug that did not allow you to loot the ships that was constantly returning the item back to hold or warehouse.
It is still recommended to wait a second to allow goods to load properly into your ship if you play with high ping.
Contracts for ships and ship auction are back!
Hotfix on October 8th
Trading vessels base speeds were rebalanced again to make slightly faster than old fully loaded ships. (but not too much faster). This is done because holds no longer affect speed as a result base speeds need to be changed to bring the balance to old numbers.
Trade chat returns to game as trading is an integral part of the game. It will have limited functionality to remove any chance of toxic messaging or trolling.
Patch contents
Any message posted into trade chat will be forced into localized "Lets trade" message
Trade chat allows item linking (send to chat) - by right clicking on item and choosing send to chat.
We are continuing working on the rare lag in ship holds and once fixed we will deploy the Navy Connection DLC.
Navy Connection DLC added – and will launch as soon as we receive Valve’s approval.
Changes to current features
Tools
Increased number of tools dropped from wooden chest
Increased supply of tools in regional towns
Reduced amount of labor hours for tool production.
Chat functionality: Due to still abnormal amount of reports
Removed the ability to send mail to enemy players on War server
Removed the ability to start private conversations with enemy players on War server
Removed trade chat on War server
Bug fixing
Fixed the bug that did not allow enough crew for Trader Lynx and Trader Cutter if the ship had 18lb carronades equipped.
We are still looking for the rare bug which does not allow looting the captured ships from distance or close range – if you encounter it please report on the Steam forums.
Chance for gun locations getting fire lowered from 0-1% to 0-0.5% (0 at full broadside health)
Chance to get fire from fireship fitting increased to 75% (per shot)
Multiple mods have their fire chance lowered.
Increased thickness of carriages to be balanced for current penetration
Fixed the bugs
Le requin rotation on battle sails will be less excessive
Fixed the bug that windshadow sometimes did not affect negative speed
Fixed the bug that reloaded guns if you switched sail presets while having Mortar Perk
Hotfix 4 September 2020
Wind shadow now properly affects
the effect of wind on ship rotation from sails
heel
leeway
Hotfix 8 September 2020
Speed was increased across for all vessels to get Endymion to their target speed. (19% increase)
Bonuses to sail presets tweaked (all turning bonuses removed, mast bonuses reduced for stationary ships, and penalties were slightly reduced at full sail)
The concept existed in Darwin's time, that a chimpanzee-like missing link—that looked like something between humans and apes—would eventually be found at the root of the human family tree.Lucy found in 1974 proved this concept; Ardi further connected these missing links.
Just like the scientists who study the human origin, we strive to find all missing links in the sailing model to make Naval Action (and future games) better.
Missing link one: The Battle Sail
Everyone knows why Captains of the Age of sail fought on battle sails. Battle sails allowed to have a clear deck, improved visibility and reduced the risk of fires and falling sails. Many did not know why this allowed the ships to perform, sail and turn and the sailing model did not allow for that. Ships sails worked in linear progression.
Careful and deep study of 18th century books on Seamanship helped us to uncover this link and connect the dots. Extra sails have diminishing power and every next sail that is set provides less and less power to the ship. As a result you will sail at very good speed and have best turning at just half of your sail set.
For the majority of vessels sail settings will change to
slow
half
battle
full
Undercooked sail settings (like sails opening and closing when increasing sail) will be fixed
Missing link two: The Wind shadow
Ships fought in lines, station keeping was important. Captains who could not - were court martialed, as lack of station keeping caused great danger to fleets and their task. Why they had to keep station and plan maneuvers carefully? One of the main reasons was wind shadow.
Wind shadow significantly cuts the wind to leeward. At certain range (depending on the height of the mast) the wind could be completely cut. If you sail in a frigate by the leeward side of the first rate you will completely stop - No wind there. This is being implemented in Naval Action.
Your position to the enemy or a friendly ship becomes a lot more important. Ships will get stuck if they don’t keep the station, blobs stop working, chases change, enemy ships will no longer be able to push you into the wind to board.
Missing link three: Sail setting vs Sail furling
This one is simple but important. It takes longer to furl (remove) the sail than to set it (drop it down). In active battle captain will have to turn yards and depower sails instead of removing them.
Gunnery changes
Multiple treatises on gunnery and ordnance were studied and the main lessons will be applied to Naval Action gunnery.
All guns over-penetrate at close range, but long-range penetration does not diminish a lot for heavy guns
Long range accuracy grows with cannonball weight
The wind shadow and proper sail power will increase the battle distance on some occasions, and the changes the sailing model will help tactical variety in battles
Other changes and fixes
Visual overhauls for ports
Dutch
British
USA
Prussia
China
France
Russia (eventually)
Additional descriptions
Sailing
Fixed and tuned presets for all sails groups and ships
Fixed proportional power of yard power
Sail furling is now 2x slower compared to sail setting (sail setting/opening) has the same speed as before
Sail preset bonuses
Added bonuses to presets
Lower crew depending on sails preset: more sails will require more crew, less sails will require less crew encouraging you to fight on battle sails
Sail damage resistance changes based on sail preset (you get additional resistance when you have minimum sail)
mast resistance based on sails open is coming soon
New mission content
Mission to capture ports added.
Requirements
Capture several ports from neutrals or top 4 nations
Must be all in different regions
Front line change:
You can now take hostility missions for 2 nearest ports AND 1 nearest port of top 3 nations.
Damage model rebalance
Full rebalance of hull penetration, cannon penetration and masts thickness numbers, giving better usability to lower calibers and giving more options in range for longer guns
Hull thickness difference changed
From 25 (cutter) - 75+ (first rates) to 70 - 100
Mast thickness changed to 100 (cutter) to 130 (first rates)
Gun penetration changes
Distance change - heavy long guns can operate at 1km against unpgraded first rates, and at 1.5km against light ships
Almost ALL guns penetrate first rates and their not upgraded masts at point blank range
Re balanced several upgrades (mostly reduced bonuses on mast thickness)
overall mast thickness boosts fell from 70+% from woods and upgrades to 49% total boost (max upgrades max wood)
Increased mast HP of lower sections and mid section
Increased charge penetration bonus from 10% to 20%
Tracking shot accuracy bonus lowered from 40% to 10% as 40% was too much in new penetration logic
Economy and looting
Changed cannon prices
Looting: You can now loot from ANY distance after battle is over.
Loki invaders now count in PVE hunts (oops)
Rebalanced prices for clan wood delivery missions
Teleport to port battle is now 50,000 doubloons
Chatting
Help chat and global chat is now switched off for War Server.
Help chat and global chat will continue working on Peace Server.
Added ability to redeem Trincomalee if you already have it in docks
Visual upgrade for some nations
Battle sails hotfix has been deployed 22 August
Warning - DONT FIGHT AT FULL SAIL at close/medium range.
Sail combinations bonuses have been updated.
Logic
Turning bonus - You get better rudder performance due to less heel and water pressure at keel at certain sail positions
Yard torque bonus - same as above - due to less resistance at keel you get better yard side torque
Crew on sail reduction = 85%. - self explanatory - less sails = less crew to operate
Sail damage resistance = less sail open, less damage to rig and entanglement from chain
Mast thickness bonus= 45% = less sail open results in less wind pressure on masts ,thus they are harder to take down.
Mast damage reduction= -80% = less sail open results in less wind pressure on masts, thus they are harder to break if rig is damaged or mast is hit.
We are thinking of also adding accuracy bonuses to lower sails as you have a lot better visibility on deck for gun crews if you dont have lower main sails opened.
Here is the current state of bonuses after maintenance.
Stop
Turning bonus
Yard torque bonus
Crew on sail reduction = 85%.
Sail damage resistance
Mast thickness bonus= 45%
Mast damage reduction= -80%
Slow
Turning bonus = 5%
Yard torque bonus
Crew on sail reduction = -85%
Sail damage resistance = -75%
Mast thickness bonus = 35%
Mast damage reduction= -65%
Half
Turning bonus = 10%
Yard torque bonus = 10%
Crew on sail reduction = -75%
Sail damage resistance = -60%
Mast thickness bonus = 25%
Mast damage reduction = -50%
Battle
Turning bonus = 15%
Yard torque bonus = 10%
Crew on sail reduction = -50%
Sail damage resistance = 40%
Mast thickness bonus = 25%
Mast damage reduction = -30%
Full
Turning bonus =
Yard torque bonus =
Crew on sail reduction =
Sail damage resistance = 10% more damage - due to full wind pressure
Mast thickness bonus = -20% less thickness - due to full wind pressure
Mast damage reduction = 20% more damage - due to full excessive wind pressure on sails
Hotfix 27 August 2020
Hercules, Pandora, Xebec HP buffed, thickness buffed
Turning curves changed slightly for more turning penalty at full speed and at less penalties at low speed.
Optimal turning zone is from 50 to 85% ship speed. With increased resistance the ability of rudder to turn the ship becomes worse due to resistance of keel
Full sails receive a penalty to turning and slightly increased penalty to mast thickness and hp.
Determined defender now requires attacker to have 30% more crew to overcome stiff resistance.
The concept existed in Darwin's time, that a chimpanzee-like missing link—that looked like something between humans and apes—would eventually be found at the root of the human family tree.Lucy found in 1974 proved this concept; Ardi further connected these missing links.
Just like the scientists who study the human origin, we strive to find all missing links in the sailing model to make Naval Action (and future games) better.
Missing link one: The Battle Sail
Everyone knows why Captains of the Age of sail fought on battle sails. Battle sails allowed to have a clear deck, improved visibility and reduced the risk of fires and falling sails. Many did not know why this allowed the ships to perform, sail and turn and the sailing model did not allow for that. Ships sails worked in linear progression.
Careful and deep study of 18th century books on Seamanship helped us to uncover this link and connect the dots. Extra sails have diminishing power and every next sail that is set provides less and less power to the ship. As a result you will sail at very good speed and have best turning at just half of your sail set.
For the majority of vessels sail settings will change to
slow
half
battle
full
Undercooked sail settings (like sails opening and closing when increasing sail) will be fixed
Missing link two: The Wind shadow
Ships fought in lines, station keeping was important. Captains who could not - were court martialed, as lack of station keeping caused great danger to fleets and their task. Why they had to keep station and plan maneuvers carefully? One of the main reasons was wind shadow.
Wind shadow significantly cuts the wind to leeward. At certain range (depending on the height of the mast) the wind could be completely cut. If you sail in a frigate by the leeward side of the first rate you will completely stop - No wind there. This is being implemented in Naval Action.
Your position to the enemy or a friendly ship becomes a lot more important. Ships will get stuck if they don’t keep the station, blobs stop working, chases change, enemy ships will no longer be able to push you into the wind to board.
Missing link three: Sail setting vs Sail furling
This one is simple but important. It takes longer to furl (remove) the sail than to set it (drop it down). In active battle captain will have to turn yards and depower sails instead of removing them.
Gunnery changes
Multiple treatises on gunnery and ordnance were studied and the main lessons will be applied to Naval Action gunnery.
All guns over-penetrate at close range, but long-range penetration does not diminish a lot for heavy guns
Long range accuracy grows with cannonball weight
The wind shadow and proper sail power will increase the battle distance on some occasions, and the changes the sailing model will help tactical variety in battles
Other changes and fixes
Visual overhauls for ports
Dutch
British
USA
Prussia
China
France
Russia (eventually)
In second part of the patch (or maybe earlier)
Port battle conquest quest
New battle ensigns
The patch is now on testbed.
How to get access to the testbed
Find the game in your steam library
Right click and go to properties
Go to Beta tab
Enter the key - YlYBRbu8J1UC5py43DY0
Select the beta called: Testbed
And click close
It will download automatically.
To return to the main game select none instead of testbed in the beta tab.