New loot event will run from today (now) until Monday maintenance.
Main event changes
New items added to special event loot
2 new blueprints added to academy - TEMPORARILY FOR 7 DAYS
Additional outpost permit, additional dock permit that can be crafted using special loot items
If you already have the Navy Connection using the item will add even more outposts or docks (up to a total limit).
Search locations
WAR SERVER (PVP)
South Antilles - French and Dutch ships
East of Tumbado - area between Cuba and Tumbado. Spanish and Russian Empire ships
South of Hispaniola. Russian Empire and Sverige ships
In case of capture of certain ports in the area nation of ships will change.
PEACE SERVER (PVE)
South Antilles - French and Espana ships
West of Tumbado - area between Cuba and Tumbado. Britain and Prussia ships
South of Hispaniola. Britain and Denmark ship
Other changes
Floating battery now has turning penalty (-10%)
Determined defender is slightly less powerful (bonus crew lowered from 30% to 25%)
Cartagena refit now gives 5% bonus to masts (instead of 3%)
Solo Patrol timer increased from 30 to 45 mins
Tools weight lowered from 100t to 50t
Hotfix: Trade chat returns
Captains
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.
Patch: Community Governors and Navy Connection DLC
New features
Governor/Moderator functionality added
Governors will be able to moderate National chat.
You can read more on the governors responsibilities here
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.
Hotfix to Missing Links Update
Hotfix was deployed today
Changes
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)
Seasonal Patch: The Missing Links Part 1
Seasonal Patch: The “missing link”
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.
Seasonal Patch: The Missing Links is now on TESTBED
Seasonal Patch: The “missing link”
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.
EVENT FINISHED: Last chance to get HMS Trincomalee DLC
Captains. Every owner who bought or will buy the game before Monday 3rd of August will receive a free HMS Trincomalee DLC. If you were thinking about buying the game - this is a perfect moment. Ship DLCs will allow you to get a free ship from the admiralty (including with seasoned wood) once in 24 hours.
From 3rd of august - price of the game will drop as well.
Trincomalee was built in from Teak in India by the master shipbuilder Jamshoot Wadia
Wadia Group is still operating in India and owns multiple businesses including an airline and a cricket team
Trincomalee blueprints were stolen from HMS Java by USS Constitution
HMS Java was originally French sailing under name of "Renommee"
Trincomalee was built based on the Leda Class designs
Interestingly enough, another Leda Class ship HMS Shannon, captured USS Constitution weaker sister-ship Chesapeake
Leda class design was based on the French ship "Hebe"
Hebe was captured in combat by HMS Rainbow which was the first combat use of the Carronades
Hebe was designed by Jacques Sane
Sane also designed the Ocean, Duguay-Trouin, the Redoutable. A lot of ships at Trafalgar were designed by Sane
Trincomalee was a training ship alongside HMS Implacable. Implacable was at Trafalgar under the name Duguay-Trouin
Trincomalee operated till 1986
These days Trincomalee is the oldest British warship afloat!
3rd August - HMS Shannon - another leda class ship - was launched at Chatham Dockyard
Beat to quarters: Port battles return to War Server
Captains,
Port battles are ready to return to War Server Thursday 25th of June!
Port battles are enabled on War Server (pvp server)
Improvements
Added flag expiry - currently set at 7 days. Flag will become useless in 7 days after its initial capture
Ability to trade in the flags to the admiralty will be added in the near future. Even expired flags can be traded in.
Conquest flag Instance visibility
Added some distance between instances with conquest flag battles (indicated by swords) even if they are placed near each other to remove ability to hide instances from enemies (like happened with hostility missions)
Slightly raised the flags above sea for better visibility
Returned the message from clerk on successful placement of flag
Flag now allows attack for 2 nearest enemy ports as old hostility missions
Flags now drop from heavy Home defense fleets (10% drop rate)
Increased the number of first rates in Home defense fleets by 2
Current flags and conquest test chests will be removed from player accounts
Seeferkel last log can now drop from Admiral and Captain's chest and is slightly nerfed
Potential change to distance of attack
We are considering to change attack distance from 2 nearest port to the following system
You will still be able to attack 2 nearest enemy ports (as before), BUT
You will also be able to attack 1 nearest enemy port from 3 largest nation even if it is further away from 2 nearest enemy ports
This will allow you to attack more distant ports and is especially valuable for small landlocked nations who might be stuck and have to resort to diplomacy and port trading. Ability to attack 1 nearest port from top nations (even if it is far away) will greatly increase options for both large and small nations.
Hotfix 9th July 2020
War server - raiders now only attack top 5 nations by the number of ports.
Patrol change - Patrols zones now only allow attack by ships within the patrol zone limit. For example 1st rate will no longer be able to attack 5th rates in the 5th rate patrol.
Wood distribution
Malabar Teak and Greenheart now allow contracts
Additional trading source of all new woods added to a secondary cities in counties that had them.
For example Rangoon Teak, Greenheart and Malabar Teak woods can now be traded in St Joseph near Bridgetown.
Hotfix 23rd July
Timber stats updated.
Google doc with timber stats updated
Acceleration for all ships reduced to cover for acceleration inflation
Base Speed for all ships reduced by 7% across the board to cover for speed inflation.
Prices for base timbers updated to better correspond to the in game economy
Tuned the Home defense fleets logic so they do not venture far from assigned patrol zones (please report if you see them elsewhere again)
Conquest flag now can drop from the flag carrier as loot (so you can claim a small reward in the admiralty)
Solo NPCs are added to the patrol zones (this will slightly improve situation in the patrol zones on the Peace server as well as will add some targets on the War server)
Reduced the time to attack to 5 seconds (experimental) - from previous 8 seconds - This is experimental - please report if it causes issues
Increased the attack circle by 50m to cover potential minor desync issues
Fixed the problem that did not assign the owner to the conquest flag due to certain actions in port
Hotfix 12th of August
Victory marks removed from all investment requirements
Victory mark grants removed for port ownership
Port battle transport added at test price of 25000 doubloons per item
Port battle transport testing on Peace Server
Port battle transport comes for testing to Peace server today patch
Here is how the item works.
If you have port battle starting in 5 minutes you can use the item to transport a group of captains to port battle.
Acquire the item
Create a group
Request the group to click ready
Use the item
Select the port to transport the ships to
Once sent to the port battle your ships will have 300 second invulnerability (and wont be able to attack too - only join battle)
The following requirements must be fulfilled.
All captains must be in the same port
Only group leader who is a member of the clan alliance or clan can use the item
Holds of ships can only contain repairs (no trading goods)
Ships must be not overloaded
Ships must be combat ships (not trading ships)
Every group member must click ready button in port
These parameters are set up for testing only and will change for live implementation.
Group size - 5 Players - so Peace server players can try the feature
Transport to port battle stops working 30 mins after port battle starts
Number of groups that can be teleported to a particular port battle 2
Price is set very low in the admiralty to allow testing the feature - once the feature is tested the cost will significantly increase (above 50,000 doubloons)
Items will be cleared from storage after test is over.
Patch: Timber. Shipbuilding, Conquest flag testing
Patch is being deployed today 18th June
Conquest changes
War server
Several Test chests will be given to all players until Monday to test Conquest flag. Conquest flag flow
Use the flag
Exit port and sail to the destination
Place the flag near the enemy port (4000 m) - size of the circle is indicated on the picture
Flag carrier will be sent to the instance
Instance entry rules will be the same as port battle (allies only)
Reinforcements will be positional
Attackers enter near the flag carrier
Defender will enter outside of the 800m radius from the flag carrier
Conquest flag will be bind on receive (if you get the flag only you can use it)
Flag wont work if player changes nation
Testing stage will be different in this way.
Port battle wont be organized up after flag placement - feel free to place flags on ports without fear of setting up the port battle
this can cause abnormal number of messages for clan owners but its ok.
Amount of ports that you can stat hostility has been increased from 2 nearest to 10 nearest - for testing
Flag placement quest was added temporarily to motivate placement of flags.
PVP Hunters are encouraged to sink conquest flag carriers and generally interfere with flag placement. We might give something mildly interesting to those who sink the most.
The test will run till next week. Next week port battles will be switched ON
Port battles on Peace server
Port battles return to Peace server
Raiders start attacking ports again.
Missions can now only be taken in the port battle time slot
Timber.
New timber stats have been added
In general the changes can be characterized as following. Every timber will have main strength point and secondary strength points. Every timber will have a strong weakness (some stronger or weaker)
Oaks - HP and Structure HP (hull), secondary - resistance.
Teaks - hardness and resistance, secondary - hp
Firs - speed and acceleration, secondary - splinter damage
Other - specialized woods, giving strong bonuses in one area.
We tried to keep old popular (meta) woods around the same levels they were before.
Please provide feedback on the philosophy and provide feedback on changes or mistakes you spot.
(for some reason this link does not show in new microsoft browsers)
Shipbuilding
Doubloons have been removed from crafting. "Real" cost to build has been added to crafting.
Blueprints have been rebalanced mainly in the area of distribution of timber between frame and planking (trim).
Combat balancing
Overall acceleration was slowed by 20% across all vessels. Deceleration has been left untouched.
ps The current difference with acceleration (after patch) with old sea trials is 200% (current ships accelerate 200% faster), we dont want to drop it as fast but in general we believe current acceleration is too high which allows easy stern camping without planning. Slower acceleration will force planning and will make sterncamping a maneuver you must plan ahead. We still believe acceleration is too high.
Caps have been increased for speed, reloads, thickness, and HP. But not by much.
Updates
Hotfix deployed today 19th June
Fixed the problem where you see the message "Please wait for some time and use event again"
Added a message for the flag carrier in instance : Stay alive until battle is over
Slight fixes for the attack circle size
Added more doubloons for specialized fleets: home defense fleet, small fleet, elite ships and raiders
Fixed bugs in blueprints of some vessels
Added small doubloon carry for NPC ship ranks
Additional test chest will be given to everyone to give a chance to finish a quest.
IF YOU WANT A FLAG PLACEMENT REWARD!: TAKE A QUEST FIRST BEFORE PLACING THEM