Major Patch will be deployed on Monday 27th June (or worst case Tuesday). We wanted to deploy the patch this week but unfortunately it got delayed due to server problems.
Major change in design methods.
Gameplay is king
All сurrent improvements come from the major change in our design philosophy: Game play is king. Realism will be kept if it supports gameplay, but it is not going to be a key factor when it does not help to improve gameplay.
Every item every module and ship should have a reason to be used. If an item does not have any reason to be used it should be changed or improved or dropped.
Please let us know in the patch stabilisation on steam forums or in comments if you see things you want to use but do not see any reason to use it (due to balancing mistakes or low parameters).
Patch Content
Acceleration, Wind power and Speed Control
Acceleration has been completely revamped
Acceleration now depends on on wind power in sails. You will accelerate slower if you have less wind and faster if you have full wind power in all sails. Hull now influences deceleration and resistance based on speed much better, which provides a more natural and realistic sailing feeling
This also means that you have to push your ship further when tacking if you want to gain speed faster.
All ships passport speed can be exceeded if you use manual sails and add more wind to sails, some ships are affected more by this feature than others.
Chain and Demasting Changes
Cannon Ball will no longer damage masts for clear game play difference.
Cannonball can be used for hull and structure, chain will be used for masts and sails
Chain shot damage is no longer limited by distance and will damage rig as far as your chainshot can reach.
Chain shot always damages masts at any distance for clear predictable demasting gameplay. Battle sails and lower sail combinations reduce incoming mast damage by 50%
Chain will have very low damage to sails (representing their ability to catch wind even if torn)
Chain will now entangle the rig represented by rigging shock if you hit the rig right way (hitting as many sails as possible).
Rigging shock will stop yard and sails from working for 1 min and will slow you down for a fixed % of speed loss. Rigging shock will provide predictable and standard speed debuff allowing you to keep enough speed to be effective in combat even if multiple gankers are shooting at you.
Mast thickness bonuses and modules still work but are not as effective as before. Refit your ship for mast HP for best results.
Structural leaks and speed
Artificial low structure speed debuffs have been removed.
Receiving water into hull increases your deceleration and thus reduces speed. Losing structure increases structural leaks as before.
You can reduce incoming water by slowing down.
At 0 speed incoming water is reduced by 50% even if you are at 0 structure.
Increasing speed to max will double incoming water.
Penetration and thickness
All gun penetration tables are reworked for gameplay.
Choice of gun barrel length and gun type will become more important and defined (even better than in 2015/2016 Sea Trials).
Angle will predictably work for the gun typical range.
For example if medium gun penetrates at 50 degrees at 100 m it will penetrate the same way at all distances from 0 to 750 m - its typical gun range.
Gun types
Long guns – best for distances above 750m, good at distances below 750m. Guns: Long, Navy Long, Blomfield. Lower DPM
Medium guns – good for distances below 750m, bad at any other range. Guns: Medium, Congrive, Edinorog. Medium DPM
Short guns – Low penetration – work only below 300-400m. Do not work at any other distance. Guns: Carronade, Obusier. High DPM
750m = distance when nickname becomes visible.
Damage and Time to Sink
Dependence of cannonball deflection on your ship speed has been removed due to inability to use this feature in combat effectively and predictably.
All reload speeds have been lowered
Planking hit points for ships have been lowered (base 900 for cutter, 10000 for Ocean)
Damage and Time to Sink have been reworked closer to old Sea Trials Levels and tuned for average 8 broadsides to destroy all planking (both sides) for any similar class ship.
Turning and changing broadsides is now absolutely required to increase damage that you deal to enemies.
Ship differences
Interceptor classes (and fast battleships) - higher speed (1-2 knots higher), good turning at high speed, horrible turning on lower speeds. Use of yards absolutely required for maneuvering combat.
Combat classes - lower speed, great turning at low speed, good turning at high speed. Use of yards further improves maneuvering combat ability.
Other changes
Clan Port Investments
All current investments (which can be compensated) will be compensated. Refunds will be sent to clan warehouse of the current clan owner of the port.
IMPORTANT: If there is no space (number of slots) in the warehouse refund will be lost - so clear up clan warehouse space to have empty slots for the number of items refunded.
There is no other way to track individual contributors unfortunately but some clans might help you get back what you invested..
Individual shipbuilding skills and investments in industry
New seasonal reward has been added - Naval Service Medal.
New ability has been added - ability to invest seasonal medals to improve your industrial knowledge (allowing adding new types of buildings) and shipbuilding knowledge (allowing building better ships)
This feature is added in test mode and will be wiped 1-2 times before final release. All investments of seasonal medals to improve shipbuilding or investments will be refunded when reset.
Shipbuilding capabilities will work in ANY port where you can build a shipyard.(The increased chance for more slots in capturable ports still remains).
Industrial capabilities will work in ANY port where you can build buildings.
Musculb
o7 | Русская версия в следующем посту. (или здесь youtube.com/post/Ugkx6jnk6rT9JDvfYux7BCxRJ9NSgDbTX…)
Captains
Major Patch will be deployed on Monday 27th June (or worst case Tuesday). We wanted to deploy the patch this week but unfortunately it got delayed due to server problems.
Major change in design methods.
Gameplay is king
All сurrent improvements come from the major change in our design philosophy: Game play is king. Realism will be kept if it supports gameplay, but it is not going to be a key factor when it does not help to improve gameplay.
Every item every module and ship should have a reason to be used. If an item does not have any reason to be used it should be changed or improved or dropped.
Please let us know in the patch stabilisation on steam forums or in comments if you see things you want to use but do not see any reason to use it (due to balancing mistakes or low parameters).
Patch Content
Acceleration, Wind power and Speed Control
Acceleration has been completely revamped
Acceleration now depends on on wind power in sails. You will accelerate slower if you have less wind and faster if you have full wind power in all sails. Hull now influences deceleration and resistance based on speed much better, which provides a more natural and realistic sailing feeling
This also means that you have to push your ship further when tacking if you want to gain speed faster.
All ships passport speed can be exceeded if you use manual sails and add more wind to sails, some ships are affected more by this feature than others.
Chain and Demasting Changes
Cannon Ball will no longer damage masts for clear game play difference.
Cannonball can be used for hull and structure, chain will be used for masts and sails
Chain shot damage is no longer limited by distance and will damage rig as far as your chainshot can reach.
Chain shot always damages masts at any distance for clear predictable demasting gameplay. Battle sails and lower sail combinations reduce incoming mast damage by 50%
Chain will have very low damage to sails (representing their ability to catch wind even if torn)
Chain will now entangle the rig represented by rigging shock if you hit the rig right way (hitting as many sails as possible).
Rigging shock will stop yard and sails from working for 1 min and will slow you down for a fixed % of speed loss. Rigging shock will provide predictable and standard speed debuff allowing you to keep enough speed to be effective in combat even if multiple gankers are shooting at you.
Mast thickness bonuses and modules still work but are not as effective as before. Refit your ship for mast HP for best results.
Structural leaks and speed
Artificial low structure speed debuffs have been removed.
Receiving water into hull increases your deceleration and thus reduces speed. Losing structure increases structural leaks as before.
You can reduce incoming water by slowing down.
At 0 speed incoming water is reduced by 50% even if you are at 0 structure.
Increasing speed to max will double incoming water.
Penetration and thickness
All gun penetration tables are reworked for gameplay.
Choice of gun barrel length and gun type will become more important and defined (even better than in 2015/2016 Sea Trials).
Angle will predictably work for the gun typical range.
For example if medium gun penetrates at 50 degrees at 100 m it will penetrate the same way at all distances from 0 to 750 m - its typical gun range.
Gun types
Long guns – best for distances above 750m, good at distances below 750m. Guns: Long, Navy Long, Blomfield. Lower DPM
Medium guns – good for distances below 750m, bad at any other range. Guns: Medium, Congrive, Edinorog. Medium DPM
Short guns – Low penetration – work only below 300-400m. Do not work at any other distance. Guns: Carronade, Obusier. High DPM
750m = distance when nickname becomes visible.
Damage and Time to Sink
Dependence of cannonball deflection on your ship speed has been removed due to inability to use this feature in combat effectively and predictably.
All reload speeds have been lowered
Planking hit points for ships have been lowered (base 900 for cutter, 10000 for Ocean)
Damage and Time to Sink have been reworked closer to old Sea Trials Levels and tuned for average 8 broadsides to destroy all planking (both sides) for any similar class ship.
Turning and changing broadsides is now absolutely required to increase damage that you deal to enemies.
Ship differences
Interceptor classes (and fast battleships) - higher speed (1-2 knots higher), good turning at high speed, horrible turning on lower speeds. Use of yards absolutely required for maneuvering combat.
Combat classes - lower speed, great turning at low speed, good turning at high speed. Use of yards further improves maneuvering combat ability.
Other changes
Clan Port Investments
All current investments (which can be compensated) will be compensated. Refunds will be sent to clan warehouse of the current clan owner of the port.
IMPORTANT: If there is no space (number of slots) in the warehouse refund will be lost - so clear up clan warehouse space to have empty slots for the number of items refunded.
There is no other way to track individual contributors unfortunately but some clans might help you get back what you invested..
Individual shipbuilding skills and investments in industry
New seasonal reward has been added - Naval Service Medal.
New ability has been added - ability to invest seasonal medals to improve your industrial knowledge (allowing adding new types of buildings) and shipbuilding knowledge (allowing building better ships)
This feature is added in test mode and will be wiped 1-2 times before final release. All investments of seasonal medals to improve shipbuilding or investments will be refunded when reset.
Shipbuilding capabilities will work in ANY port where you can build a shipyard.(The increased chance for more slots in capturable ports still remains).
Industrial capabilities will work in ANY port where you can build buildings.
2 years ago (edited) | [YT] | 4