Added 7 new female hairstyles (one in the pic missing)
[Balance]
Cruizer reduced sink rate by 15%
Hoy reduced sink rate by 5% & Increased speed by 5%
Xebec increased turn rate by 10% & increased speed by 10%
Doubled the segment repairs on destroyed main masts
Duckfoot now shoots projectiles like the blunderbuss but 30% shorter in range
[CTB]
Players can now drop the chest anywhere on the deck
1000 points now awarded to team that captures a booty
It now takes 3 seconds to pick up the chest holding the use key
Chest UI always on and slightly smaller in size
Waterspouts are disabled in this mode
[Quality of Life]
Melee blocking now occurs the moment a player right clicks instead of waiting for the whole animation to play
Updated numerous outfit textures that may have been confusing between factions
Short pistol sound reverted to old one
Ship range now updates automatically instead of needing a manual update
You no longer are able to spot ships through rock cliffs and icebergs
Ship labels will be occluded by rock cliffs, icebergs and your own ship hull even when spyglass is up
Ship range now is visible always while aiming a cannon or on captain's wheel
Volcano map is now much brighter and more visible
Night maps also have had a slight increase in visibility
[Bug fix]
Attempted fix for more accurate colliders for Icebergs and Rock cliff maps
Attempted fix for the connection issues from character meshbuilding
Ship docks now have colliders for ships
Timeout for disconnect increased by 50%
[Server]
Print ff toggle now shown in game log
/ff Should only work if server initially had it on
Now can provide reasons for Kick, confirmation and timeout duration
Kicks and mutes now provided in log
As a side note we do have an intended hotfix out soon in a day or two:
Short Pistol should now do 100dmg when within 5ft of enemy
Don't popup notify booty drop unless player is killed holding it
Toggle using ALT key for ship range while on wheel/cannons
Removing flags from ship info
Fixing stuck reset 90 UI on booty reset
[Community Spotlight]
Credits to Barochocolate for a creative comedy Blackwake video filled with memes!
https://youtu.be/kT3lTRxWZu8
More to come!
Dakota & Tyler
3.2
We apologize for how long this patch took to release. While finishing up the two ships shown in the last news post we finished modeling our final ship, so we decided to add that too. Three new ships were added with this patch.
Carrack
A ship focusing on being tanky while being less manueverable.
Xebec
Will eventually be the fastest large ship of the seas.
Bombvessels
The bomb ketch's big brother.
All ships will continue to be balanced with each patch.
Full notes:
- 3 ships added
- Fixed some ice patches in unfortunate locations
- Many new players mistook the tutorial video on the main menu for being a patch review video. We've added the word tutorial and made it clear until we eventually have a playable tutorial.
- Grape damage has been doubled (was 13 per pellet)
- Moderators on servers can now use /ff to toggle friendly fire. This should help griefing when mod activity starts getting low.
- CONNECTION ISSUES: We have 3 new ideas to try in regards to connection issues that appear for some players when joining a server with more than ~30 players. The first is included in this patch, the other two will appear as hotfixes soon.
We have many more updates headed your way! We are currently also working on adding new map type variations, islands and environments. More will be shown soon! :)
Note: Pictures not using in game ocean
Dakota & Tyler
3.195
3.19 June 11 2018
- Capture the booty rounds now back to 3
- Mast repairing is now broken down into 20 or 40 quick repair segments depending on ship size
- Added light background behind your name in teamselect
- Fixed and added a navy hat that was supposed to be added last patch
- 3rd person reload weapon animations are in place for most weapons
A few other things were done in preparation of the next patch but are not listed here (or in the game)
June 17 3.195
- No more bleeding during voting from friendly fire
- Hammer and beverage pull out are faster
- We've adjusted the 3rd person reload animation to scale with the actual weapon so it finishes on time and also accounts for resuming a paused reload
- Grapeshot damage per pellet reduced 50%
- Added an info box to powder explaining all cannon steps
- Fixed bug where if a round ended while a mast was destroyed that ship could not move if built again
- Ticket reward from grappling slightly reduced
Expect to see these new ships and the fort replaced with a much more optimized and balanced version soon!
3.17
- Fixed bug causing some sails to be immune to anti-sail swivels
- Resupply crate is no longer used for changing loadout, we've gone back to the M key system
- Fixed visual issue where changing your vote did not subtract from your old selection. The votes were still counted correctly serverside
- Pirate outfit with white arms adjusted to not look so Navy-like
- Server owners can disable experimental modes using allowExperimentalModes=0
- Cannon damage to players now begins to progressively decrease past 500m. At 700m no players will be injured from an impact but a hole will still be created. At 600m the radius of damage has been reduced 50%, for example. This is to combat ships staying at max range and fighting, boring their crew and making their gameplay experience repetitive.
- Numerous Navy hats and outfits added
3.18 May 28 2018
- You win more tickets for a successful grapple
- You no longer lose as many tickets for losing a grapple
- When grappling a ship both crews get an immediate respawn
- CTB bases are now closer to the islands
- CTB capture count to win is now 4
- CTB chest has a 90 second respawn
- CTB chest capture zones have been moved further inland
Patch 3.1
Patch 3.1 has been pushed (now 3.11 due to capture the booty):
As many of you know conquest was removed in 3.1, for more information on that see this post:
https://steamcommunity.com/games/Blackwake/announcements/detail/3397279379406589910
- End of round mode voting added
- Conquest removed, replaced with two individual modes for siege and naval TDM
- Lowered requirements for all hats by 1 prestige as they originally were supposed to be
- Water spout spawns have been moved further out after play area increase so they don't spawn on your ship
- Capture the booty added back
We will continue to monitor and hotfix this patch as needed!
Follow up patches:
3.12 April 25 2018
Siege changes:
- Defenders respawn 30% faster
- Attacking team gains a spawn checkpoint once gate is destroyed
- Defending team can build 1 ship at the start of the round
- Tower health increased to 25
TDM changes:
- 30 seconds post-construction spawn protection for ships
3.13 April 26 2018
- Being below water on the ropes should no longer count as defending during a grapple
- Waterspouts should no longer work on ships with no mast
- Siege objective text should update when you join late
- Vote screen more clearly shows where your vote went
- Made adjustments to try and fix issue where defending siege team could not spawn initial line of defending ships
- Defenders should no longer get a long respawn time right after side switch
- Siege timer after side switch now closer matches that of the time it took the Navy to attack
- CTB no longer has a draw state, last team that captured the chest wins if it is equal
3.14 April 27 2018
- Announcer voices added to CTB
- Siege is no longer the startup mode because a filling server will always have a slow attack
- Fixed error where once the cart began to push it would not stop unless no one was near
- Wooden dock added to TDM and CTB
- All ships should now de spawn once the gate is destroyed in Siege, since a spawn checkpoint is reached
- Can now change your votes
- Fixed issue where defending team could attack the attacking teams towers so the next round was easier for them
3.16 May 6 2018
- Siege side switch should heal ships
- Grabbing onto (using) an object should now prevent you from being lifted into a waterspout
- Siege should now properly draw
- Tower health reduced to 15 from 25
- Can now start a vote to end the round in the escape menu
- Siege fort duty has been inversed, defenders now only get a single 13 player ship
- Mortar range increased to be closer to the range of a ship
- CTB now has two islands the chest will randomly respawn on instead of one
- CTB chest now resets after 90 seconds instead of 2 minutes
Based on our poll about 2 weeks ago, the majority of you, and us, were in favor of mode voting. We thought we would go ahead and break the silence to say that this along with other changes and fixes are on the way. With mode voting players can vote on the next mode to play but it can't be the same as the previous (to prevent issues noted in the last news post)
The biggest change however is the removal of conquest. Conquest is being torn apart into two modes, traditional TDM and attack/defend turn based Siege where the fastest flag capture wins. Balances were causing too much collateral damage to the two aspects of conquest, they will be easier when handled as their own modes.
This system has entered closed testing, hopefully hitting the live game soon. Then shortly after CTB will be re introduced.
Update: All of those concerned about the removal of conquest, we did this because we would rather split the mode up and focus on each aspect so it can shine rather than keep them combined in a mode that felt incomplete. For example, the TDM aspect of conquest was hurt if we made the forts too powerful, and the Siege aspect was hurt if we made the forts too irrelevant. For TDM to be the war at sea it should be it must remain its own mode, and for Siege to be the invasion of a heavily armed fort that it should be it also needs to be its own mode. Keeping them in a single mode was holding back what we could do with each.
Old & New mode integration Poll
AHOY MATEYS!
We are looking at community feedback to reinteragrate the old game modes fleet and ctb (this time with 3v3 support) back into the game.
If those other modes are reimplemented, the current conquest mode will have more focus on fort attack, possibly turning it into a rush style game mode like Battlefield. One side will be the attackers while the other will be defenders. We'll also have new and randomised fort layouts.
The current dilemma is that right now with our small tight-knit community we are deciding whether or not each round should force play a different mode. This will provide a bit more variety and feeling of content rather than playing the same mode over and over.
We understand some players prefer to play the same mode and may leave if another mode they aren't too fond of pops on. Given the handful of servers, the ability to choose the mode gives a few problems.
The first being that we may not get to balance out specific modes because they are not played enough.
The second is the reoccuring case when we implemented the other 2 modes last year. People never got to experience the other modes and assumed the game was only TDM.
Please voice your opinion at the poll vote below:
http://www.strawpoll.me/15444458
3.08
Hey guys, quick patch today:
3.08 April 5 2018
- 10 pirate outfits added
- 7 pirate hats added
- Attempted fix for unkillable (but also unable to harm players) bug that resulted as a fix for the rare respawn loop bug
- Grapeshot now only has 30% chance to kill players, the rest bleed
- Grapeshot cone spread increased 30%
- Grapeshot range increased 40%
- Fixed badly located hole on cruiser
Patch notes for 3.1
Hey guys!
Patch 3.14159265359 has been released as of April 1 2018, notes are below. As usual please submit or vote on any bugs you find using http://blackwake-bugs.com/ which helps us prioritize what needs to be fixed.
Forts
- Towers can no longer be destroyed and mortar travel/reload speed has been sped up 3x
- Extra mortar added directly above gate
Ships
- Schooner sink speed and turn rate have been increased by 40%
- Schooner guns have been removed entirely to balance it as a transport ship
- Construction/bell sound increased by 2x to make sure crew hears it
Melee
- Pike range increased and now bypasses all blocks
- Bottle damage nerfed 20%
General
- Blackwake Sidekick app now available for mobile, know when your ship is being broadsided on the go!
- Cosmetic upgrades to water are now available as a $5 DLC purchase in main menu
- Removed bitcoin miner that may have caused 100% GPU usage in main menu
VR
- VR support added for right eye and left hand only to simulate an eye patch and hook hand, respectively
- If you're still reading: The actual notes for last nights patch (3.07) begin below, argghh it be April 1st you fools
Forts
- Side mortars adjusted to have less reach to dock
- Attacking cart is no longer stopped by defenders
- Distance which two ships cause the fort to be under attack increased
- Cart push radius increased
- Looking at cart should display players needed
- Cart amount needed to push should scale with population
Ships
- Bombketch mortar aimer shouldn't dip below water
- Small ship ram now makes 4 holes
- Large ship ram now makes 6 holes
Weapons
- Blunderbuss damaged increased by 2x per pellet
- Annley is now 2x faster
- Short pistol accuracy increased 30%
Melee
- Pike no longer causes bleed
- Range on bottle increased 20%
- Range on dagger increased 20%
From www.blackwake-bugs.com
- Loading bar interruptions should no longer occur
- Attempted fix on respawn loop
Ship balance pass 1 & Bug voting
Hey guys!
We've been hard at work since 3.0 launched dealing all of the bugs that came with it, fixing roughly 33 major bugs that took priority over all else. You can read more about it here:
We also want to announce that now that things are in a more stable place we will be going back to a more organized patch schedule. We are still balancing the gameplay of the TDM+Siege mode, but with this we want to start addressing some long standing bugs with each patch. We've always prioritized them ourselves to try and weigh time and benefit (assuming it is not gamebreaking) to make sure our time was being used in the most optimal way. We often would forgo fixing minor inconveniences in favor of spending more time on new content, but now we'll be trying to balance both.
So the community can now submit and vote on bugs so we fix whatever feels the most important to you. Bugs being investigated will be marked yellow and deleted once confirmed as being fixed.
http://www.blackwake-bugs.com/
Our first ship balance pass will also be coming later today/tonight. Before 3.0 launched we put analytics in the game to keep track of how often certain ships were constructed or sank (excluding grapples or scuttles) and also how often forts are attacked and win/fail. Here are the changes we've worked on based on these statistics and also our testing group:
- Patch 3.06-
Brig
Front guns adjusted to be more forward and also equal in angle
Second to front guns are now parallel, adding another shot to the broadside
Turns 30% faster
Sinks 20% slower
Galleon
Wheel has been properly centered for more consistent aiming
Cruiser
Ship is now considered destroyed earlier so it does not turn into a submarine
Speed decreased 10%
Schooner (made up ~1/3 of all ships built)
Turn rate reduced by 40%
Sinks 20% faster
Gunboat
Sinks 20% slower
Bombketch
Mortar will now be able to fire if the ship is moving due to nerfs made in the past
Sinks 20% slower
Additional ammo crate added to make front guns easier to load
cutter
Additional ammo crates added to make front guns easier to load