Post by Redneck Jack on Feb 2, 2009 19:31:34 GMT -5
This is a milestone build and contains about a month’s worth of changes including new missions in our serial arc and improvements to the economy.
Major changes include:
* Black Sails and Dread Saints: We’ve begun a mission serial that begins in this milestone and will continue through the summer with more of the plot revealed during every milestone. For more information, check out Pramas’ devlog.
* Bey’s Retreat and Fortaleza da Luz have been tuned with regard to the new Swashbuckling combat we introduced last milestone and have been re-enabled in game. We’ve made several fixes to the predecessor missions and some tuning changes based on internal play-testing. Let us know your feedback also.
* Low Population Incentives: In order to give players who are on the fence about what nation to play a reason to play the nations that are currently underrepresented in the game, we’ve added some bonuses to playing those nations. Currently the underpopulated nations are French and Spanish. Players choosing to roll characters of those nations receive double XP and a 30% chance to receive a bonus loot roll for PvP tokens. See Yardarm’s devlog for more info.
* Economic changes: We’ve streamlined and simplified a number of processes and halved (on average) the amount of labor required for everything. See Lum’s devlog for more info.
* New Coats: Happy Anniversary to Pirates of the Burning Sea! To celebrate the anniversary of our launch, we’ve added a new coat for each nation. Enjoy!
Release Notes for 1.11.55.0 can be found here.
Known Issues:
* We’re aware of a couple Exchange Shop trades that don’t give exactly the right amount of items, but the difference is minor. We will fix this in the next release.
Differences between 1.11.55.0 and 1.12.45.1 include but aren’t limited to:
Ships / Outfitting:
* Fixed gun counts in the tooltips for the Discovery Privateer Frigate, Gallant Navy Frigate, and Mercy Naval Frigate. The guns changed a while back and we forgot to update the descriptions then.
* If you couldn’t buy a ship because it wasn’t valid for your career and yet it was valid for multiple other careers, the tooltip would show green as if you could buy it. Fixed.
Ship Combat / Skills:
* Damage resistance can no longer be reduced below -10%.
* Reverted NPC behavior. We’d made them more likely to want to stay with their allies. However, this could lead to problems in certain types of battles. So we changed it back. Sadly, this reintroduces the problem where your NPC allies may not stay where you want them in a mission. We’re working on a better solution.
* Groups now maintain kill tags. For example, if you attack me and get the kill tag but then go off to fight my ally while your groupmate finishes me off, your groupmate renews your kill tag and you get credit for the kill.
* The grappling chance penalty for traveling 0 knots is now 20% instead of 15%.
* Grappling: Maximum Usable Speed 10 knots -> 8 knots, applies to both target and self.
* We calculate grappling penalties based on the size difference between the targets. The maximum penalty for boarding a ship larger than yours is now 60% instead of 40%.
* Some NPCs were unable to call waves during Boarding combat. Now they can.
Buccaneer
* Battle Logistics: Added 4% reload rate.
* Bloody Minds: Added 5% crew recovery rate.
* Command Battle: Group Reload 1% -> 3%, Group Damage 1% -> 3%, Self Accuracy 2 -> 3, Self Reload 1% -> 4%, Self Damage 1% ->4%
* Command Evasion: Self Sail Defense 2 -> 3, Group Defense 2 -> 3, Group Sail Defense 2 -> 3, Added 5% group resistance
* Command Maneuvers: Added 15% crew recovery group
* Command Speed: Added 5% group morale recovery, Self Speed 3% -> 5%
* Deadly Force: Reset Timer 8 min -> 5 min, added 15% reload rate
* Disrupt Formation: Max Hits 6 -> 7
* First Blow: Activation requirements loosened. 92.5% total armor instead of 95%.
* Jugular: Morale 35 -> 30, can now be used against equal sized targets. DR Reduction 2% per hit -> 1.5% per hit, Duration 2 minutes -> 90 seconds.
* Shatter Armor: Reset Timer 8 min -> 5 min, removed reload/accuracy penalty
* Shred Armor: Reset Timer 4 min -> 3 min.
* Survival Instincts: Added 4 DR.
* Weapons Handling: Added 2% maximum cannon range.
* Will to Survive: Added 10 max morale.
* Wolf Pack Prowlers: Morale 50 -> 20, Reset Timer 8 min -> 5 min..
Cutthroat
* Cripple Enemy: Target Speed -12.5% -> -10%, ;Target Grappling Defense -5 -> 0, Added -15% Target Armor Resistance, -10% Target Structure Resistance
* Defense: Bow DR 2 -> 3, Resistance 2.5% -> 4%
* Devil Take the Hindmost: Target Defense -4 -> -5
* Drink and the Devil: Changed Acceleration to Resistance.
* Fury: Added 10% morale recovery rate
* Sacrifice for Damage: Added 5 accuracy.
* Shred Armor: DR Penetration 60% -> 75%, Added 8 accuracy
Navy
* Career Base: Added 1.5% Max Broad Reach Speed, Combat
* Crippling Broadside: 40 Morale Cost -> 30
* Emergency Repairs: Morale Cost 50 -> 30
* Escort: Morale Cost 40 -> 30
* Final Defense: Strips the Concentrated Fire effect.
* Fortress: Removed speed penalty.
* Last Resort Speed: Close Haul Speed 5% -> 4%, Beam Reach Speed 5% -> 4%, Broad Reach Speed 5% -> 7%
* Pirate Hunter: Revamped skill. Passive, increases Max Speed by 4%, Broad Reach Speed by 4%
* Rally the Crew: Morale Cost 30 -> 20
* Scatter Shot: 40 Morale Cost -> 30
* Show of Force: 40 Morale Cost -> 30
* Speed Increase: Self effect 10% -> 11.5% (total self speed boost of 16.5%)
Freetrader
* Evasion: Revamped skill. Click buff. +20 defense for 20 seconds, 30 morale, 5 minute reset timer. Stacks with Defense.
Privateer
* Aggression: Added 10% morale recovery rate.
* Agile Tactician: Morale 50 -> 20. Reload Rate 1% -> 1.5%, Damage 1% -> 1.5%, Acceleration 1% -> 2%
* Battle Preparations (Defense & Offense): These are now group buffs. Added a 5% self-only resistance component.
* Concentrated Fire: Morale 40 -> 30, DR Penetration 50% -> 65%. Now applies a 15 second DoT that deals 5% armor and structure damage to equal or larger sized ships. Removed facing requirement.
* Cripple Enemy: Added -2 target accuracy.
* Crushing Broadside: Added -3 target accuracy. Removed facing requirement.
* Demoralize: Duration 1 min -> 3 min
* Evasion: Revamped skill. Click buff. +20 defense, 15% resist for 15 seconds, 15 morale, 90 second reset timer. Stacks with Defense.
* Hidden Reserves: Reset Timer 12 min -> 8 min
* Hired Crew: Added 15% Crew Recovery Rate
* Jugular: Morale 35 -> 30, can now be used against equal sized targets. -1.5% Resist/Hit -> -1.25% Armor Resist/Hit, -1% Structure Resist/Hit. Replaced Damage Reduction with Damage Resistance. Duration 2 min -> 90 seconds.
* Plunder: Doubloon Bonus 20% -> 30%, Bonus Loot Chance 5% -> 7.5%
* Signals: Target Defense -4 -> -5
* Surprise Below Decks: Reset Timer 5 min -> 4 min, Morale 40 -> 30
* Unpredictability Offense: Morale Cost 25 -> 20 (does not impact morale block)
* Unpredictability Sail Resist: Now provides 35% sail resist, 7.5% ship speed, 5 defense, 7 grappling attack, -3% damage
* Unpredictability Resist: Resist 15% -> 18%
Swashbuckling:
* Skills you can’t buy due to insufficient skill points were showing as Valid in the skill shops. Fixed.
* Mousing over the left half of your Life circle gave you Guard values. Now gives you Life values as it should.
* Surgeon: Corrected the cooldown. All three levels share a 30 second cooldown now.
* Firm Grip (Dirty Fighting): It was possible to use this (although it had no benefit) without Shaken. Fixed.
* Shaken (Dirty Fighting): Now reduces Offense by 15%
* Precision (Fencing): Now gives +10 Melee Accuracy, with a burst of +20, and has a cooldown of 30s. Group Precision now has a cooldown of 30s.
* Broken Defense (Fencing): Now lasts 15s.
* Blind (Fencing): Now reduces Offense by 10%, Dodge by 5%, and Parry by 5%.
* Flashing Blades (Florentine): Added missing particle effects.
* Reversal (Florentine): Now does 20 Health damage for each effect present.
* Corps-a-Corpse (Florentine): Now does 20 Health damage when Crippled is present.
* Improved the animations for the gun skills.
* A few swashbuckling skills acted like you could use them in ship space even though you couldn’t. Now they behave properly.
* Banana of Disruption: The icon is now a banana (instead of sugar cane).
* Tweaked the stats on Fortaleza weapons. They remain about as powerful as they were, just slightly different.
* You should no longer receive Combat Medicine twice.
* There was a brute NPC who did damage after you successfully blocked. Fixed.
* There were a few other places where skills used by NPCs didn’t do quite the right thing. Tweaked those. For example, particle effects are the right color in some instances. And NPCs with torches don’t do silly things like cross their arms.
* Zombies that wield arms now hold the arm in their hand at all times.
* Each of the final Defense skills are now in their own stacking category. This means these skills will stack in addition to other defensive buffs.
* In boarding NPCs, you should no longer find captains who rely on guns. Now, they should all bravely charge into battle with swords swinging.
Missions:
* If we change a mission encounter, the mission should be cancelled for you. Otherwise, you could land in a mission you can’t complete or, worse, trapped in a room. This wasn’t happening, though. Fixed.
* If you have missions in port, when you click on the Longboat Coxswain, the list he shows you is sorted alphabetically.
* Broadsheet Peddlers have been added to low-level towns. They now call Daily missions out via “Daily Extra” so you have a hint that they’re group missions.
* British Tutorial: In the swashbuckling section, Bilge Rats no longer respawn endlessly.
* French Tutorial: Fixed a bug that required you to speak to Berri twice.
* Spanish Tutorial: You can’t click the map, only press X to retrieve it. Noobs don’t always figure that out so the Tutorial is a really horrible place to have that bug. Fixed.
* The room used by the Swashbuckling portion of the Spanish Tutorial has been updated – it looks much nicer now.
* Heartless Romantic: Mother and Son had no weapons. Fixed.
* Commendable Action: Guards in the Spanish Magistrate’s Office are Spanish now, not Brit.
* Delivery Pains: Fixed some problems with ships interacting with the fort.
* Disparate Measures: Fixed an inconsistency between the text and the mission. You really do have to sink 3 ships as it says.
* Wayward Son: Improved NPC spawns.
* Mob Rule: Townsfolk no longer spawn so close together.
* Unforeseen Cargo: The mission couldn’t be completed. Fixed.
* Chasing the Money: Some prisoners couldn’t be rescued so the mission couldn’t be completed. Fixed.
* Punitive Strike: Your allies were called “Attacker (Generic).” Now they have a more appropriate name.
* The List: You shouldn’t be able to talk to your enemy during the fight. Fixed.
* Too Close for Comfort: The talked-up Buccaneers were Cutthroats. Now they’re Buc’s.
* Hangman’s Noose: It was never our intention that you should have to sail to Jenny Bay to complete this mission. Now you can stay in Port Royal.
* Stay Alive (and the rest of that chain): Corrected the destination.
* Flora and Fauna: The croc no longer has a nation or career. That was just silly.
* Island of the Monkeys: Monkeys couldn’t move or be targeted. Fixed.
* The Sinner Revealed: The longboat isn’t marked on the local map. Fixed.
* Vendetta’s End: The swashbuckling fight is more difficult now. It was a bit boring before.
* Become Esteemed: Not all ships counted toward the goal but they should have. Fixed.
* Final Justice: Sent you to Port Royal on completion. It’s supposed to put you in Charlestown. Fixed.
* Flying the Black Flag: Tweaked the summary text to match the encounter.
* House of Solomon: Increased the AOE of the canopic jar. As it was, you had to do some maneuvering for the effect to occur correctly.
* Submitted for Your Approval: It was impossible to advance the mission after a certain point because a key NPC was missing. Fixed.
* Bey’s Retreat: Fixed a bug where talking to DeGenaro wouldn’t end the mission or give rewards as it should.
* The Concord Mutiny: You shouldn’t be able to talk to the ghosts. And you should only be able to talk to Jonah until after Duboc. Fixed.
* The Ruins: Removed a dead body that wasn’t supposed to be there. Yet.
* Unhappy Meals: Updated the personas.
Economy:
* We’ve globally set the labor multiplier to 0.5. This effectively halves the amount of labor needed by all recipes. For example, recipes that used to use 4 hours of labor will now use 2 hours of labor to create the same amount of output. Help for the recipe will still show 4 hours needed but, in your structure, the recipe itself will show “Labor required: 2 hours (0.5 * 4 hours).”
* Streamlined some recipes by consolidating buildings. In some instances, you may need to demolish/rebuild some structures to acquire all recipes. For example, if you have a Lumber Mill and a Carpenter, you can simply demolish the Carpenter. However, if you only have a Lumber Mill, you will need to demolish and rebuild it in order to get the Carpenter recipes. The buildings aren’t demolished for you – if you had a Carpenter, you still have a Carpenter. There’s just no way to build another.
*
o Combined Lumber Mill and Carpenter; removed Carpenter.
o Combined Sugar Refinery and Rum Distillery; removed Rum Distillery.
o Combined Forge and Weaponsmith; removed Weaponsmith.
* Streamlined some recipes by removing materials.
*
o Removed Refined Flour. Hardtack now requires Wheat. Provisions no longer require Refined Flour.
o Removed Maize. Cheesemaking and Cattle Breeding no longer require Maize. Adjusted the cost of Cheesemaking to compensate for not having Maize. Adjusted the cost of Livestock and Game Animals, they are now closer to one another.
o Removed Lead Ingots.
o Removed Copper Ingots. All recipes using Copper Ingots now use Copper Ore.
* Streamlined some ship recipes.
*
o Removed Large/Medium/Small Anchors; replaced with Anchors.
o Removed Large/Small Frame Timber, Large/Small Filing Frame, Large/Small Beam, Large/Small Transom; replaced with Frame Timbers.
o Removed Oak/Teak Strakes; replaced with Oak/Teak Planks.
o Removed Large/Medium/Small Keel; replaced with Keel.
o Removed Ballast. Ship Deeds now require Granite in equal amounts.
o Adjusted the cost of Sterns, they’re now slightly more expensive.
o Removed Large/Medium/Small Mast Sections and Large/Medium/Small Spars; replaced with Mast Sections.
o Removed Large/Medium/Small Sails; replaced with Sailcloth.
o Removed Mast Hoops; replaced with Iron Ship Fittings.
o Adjusted Rigging inputs and outputs by 5 so that Knot Rigging gives more output per click.
* Added an Exchange Shop on the Auctioneer in every town (except the starting towns). Use this Exchange Shop to trade goods made obsolete by these changes for new goods. As an example, if you have created Small Anchors, you still have them but they’re no longer used in recipes. Use the Exchange Shop to turn them into Iron Ingots.
* Reduced the labor on Lineship Structure Bundles to 18 hours; increased the click cost to 100,000 db.
* Changed the labor multiplier on all Freetrader Advanced structures to .9 (from .8). (They used to grant a 20% reduction in labor costs; now they only grant 10%.) Advanced recipes remain unchanged.
* Increased the cost of Lignum Vitae production. Harvesting now costs 2000 db, Blocks cost 250 db, and Frame Timber costs 500 db.
* Increased the cost of Teak production. Harvesting now costs 400 db, and Planks now cost 150 db.
* Slightly decreased the cost of the Large Hull and Huge Hull; slightly increased the cost of the Colossal Hull.
* When calculating the insurance value for ships built using Line-Ship Structure Bundles (LSBs), we use 50% of the value of the LSB (instead of 100%).
* We’ve re-calculated the value of insurance paid by all ships per the changes made to their recipes. For the most part, the changes were tiny – on the order of 20 db or so.
* Added gold/silver to a few pieces of uncommon outfitting because all other uncommon outfitting has it.
* Using Marks of Trade to improve Faction didn’t enable you to improve it as much as they should. Fixed – you should be able to get to neutral now.
Open Sea:
* Some Evil Pirates on the Open Sea have been replaced by Dread Saints.
PvP / Port Contention:
* We now show a timer in the tooltip for Raided ports similar to the timers for ports in other states.
* When on the waiting list for a Port Battle, you’d see it was for !!LANDMARKNAME!! We’ve fixed it so it should show the proper port name now.
* We had a bug where having a GM correct a port issue could switch it from Raided to Martial Law in a matter of seconds. We’ve fixed enough other bugs that GMs rarely have to muck about with landmark states but we fixed this in case they ever do need to again.
Art / Sound:
* There’s a new Anniversary coat available to all players – one for each nation. Check out your local tailor to try one on!
* Freetraders have a new “level-up” animation. The one they had before was difficult to enjoy when viewed from behind.
* The sword-swallower no longer slices through his throat. He’s much better at his trick now.
* Fixed a number of clipping bugs – NPC are less likely to have feet through the ground, hands through knees, etc.
* Added sounds to a variety of Magistrate Offices that were silent.
* BSharp has made a pass through several ports, improving lighting and textures.
* Bartica: Improved the clarity of the stars.
* Belize: Ambient sounds were Spanish although this is a British town. Fixed.
* Georgetown: Fixed some clipping issues with the Raven’s animation.
* Havana: The priest looks more priest-like and less pirate-like.
* Tortuga: If you used the Smuggler Tunnels, your missions could suddenly show up on the wrong place on the map. Fixed.
* West End: When Pillaged, there were musicians fiddling silently. Now they play a jaunty tune.
* All ghosts sounded male on death, regardless of their gender. Now female ghosts sound female.
* For many missions, if you failed and clicked Replay, no music would play the next time through. Fixed.
UI:
* Increased button size on Ship Control UI to accommodate localization.
* We tweaked how quickly skill tooltips show up when you hover over them. They were coming up so quickly they were too likely to block your view in Swashbuckling combat. They should be less distracting now.
* Make it clearer when a battery is out of guns and won’t fire.
* You can now map separate keybindings for ship controls vs. avatar controls. Previously, if you changed one, you changed both.
* Added sounds to some UI (Preference buttons and such) that didn’t have it before.
Stability / Performance:
* For some, the game crashed loading certain rooms. They sent their crash dumps to Microsoft and we found and fixed an issue.
* Fixed a rare chat server crash that was introduced in 1.10.
Misc:
* In French (and possibly other languages) some NPC names show up as “s” instead of the name. This was due to us using SOE’s localization tools incorrectly. We’ve fixed most of these, we believe. Let us know if you see any we missed.
* If the game fails to run due to a problem with a localization file, we pop up a dialog saying what went wrong and what to do about it. But that dialog showed only in code because the appropriate localization file was missing. Now it shows in English, French Spanish, German, and Russian.
* Additional translations and localization fixes by SOE.
Major changes include:
* Black Sails and Dread Saints: We’ve begun a mission serial that begins in this milestone and will continue through the summer with more of the plot revealed during every milestone. For more information, check out Pramas’ devlog.
* Bey’s Retreat and Fortaleza da Luz have been tuned with regard to the new Swashbuckling combat we introduced last milestone and have been re-enabled in game. We’ve made several fixes to the predecessor missions and some tuning changes based on internal play-testing. Let us know your feedback also.
* Low Population Incentives: In order to give players who are on the fence about what nation to play a reason to play the nations that are currently underrepresented in the game, we’ve added some bonuses to playing those nations. Currently the underpopulated nations are French and Spanish. Players choosing to roll characters of those nations receive double XP and a 30% chance to receive a bonus loot roll for PvP tokens. See Yardarm’s devlog for more info.
* Economic changes: We’ve streamlined and simplified a number of processes and halved (on average) the amount of labor required for everything. See Lum’s devlog for more info.
* New Coats: Happy Anniversary to Pirates of the Burning Sea! To celebrate the anniversary of our launch, we’ve added a new coat for each nation. Enjoy!
Release Notes for 1.11.55.0 can be found here.
Known Issues:
* We’re aware of a couple Exchange Shop trades that don’t give exactly the right amount of items, but the difference is minor. We will fix this in the next release.
Differences between 1.11.55.0 and 1.12.45.1 include but aren’t limited to:
Ships / Outfitting:
* Fixed gun counts in the tooltips for the Discovery Privateer Frigate, Gallant Navy Frigate, and Mercy Naval Frigate. The guns changed a while back and we forgot to update the descriptions then.
* If you couldn’t buy a ship because it wasn’t valid for your career and yet it was valid for multiple other careers, the tooltip would show green as if you could buy it. Fixed.
Ship Combat / Skills:
* Damage resistance can no longer be reduced below -10%.
* Reverted NPC behavior. We’d made them more likely to want to stay with their allies. However, this could lead to problems in certain types of battles. So we changed it back. Sadly, this reintroduces the problem where your NPC allies may not stay where you want them in a mission. We’re working on a better solution.
* Groups now maintain kill tags. For example, if you attack me and get the kill tag but then go off to fight my ally while your groupmate finishes me off, your groupmate renews your kill tag and you get credit for the kill.
* The grappling chance penalty for traveling 0 knots is now 20% instead of 15%.
* Grappling: Maximum Usable Speed 10 knots -> 8 knots, applies to both target and self.
* We calculate grappling penalties based on the size difference between the targets. The maximum penalty for boarding a ship larger than yours is now 60% instead of 40%.
* Some NPCs were unable to call waves during Boarding combat. Now they can.
Buccaneer
* Battle Logistics: Added 4% reload rate.
* Bloody Minds: Added 5% crew recovery rate.
* Command Battle: Group Reload 1% -> 3%, Group Damage 1% -> 3%, Self Accuracy 2 -> 3, Self Reload 1% -> 4%, Self Damage 1% ->4%
* Command Evasion: Self Sail Defense 2 -> 3, Group Defense 2 -> 3, Group Sail Defense 2 -> 3, Added 5% group resistance
* Command Maneuvers: Added 15% crew recovery group
* Command Speed: Added 5% group morale recovery, Self Speed 3% -> 5%
* Deadly Force: Reset Timer 8 min -> 5 min, added 15% reload rate
* Disrupt Formation: Max Hits 6 -> 7
* First Blow: Activation requirements loosened. 92.5% total armor instead of 95%.
* Jugular: Morale 35 -> 30, can now be used against equal sized targets. DR Reduction 2% per hit -> 1.5% per hit, Duration 2 minutes -> 90 seconds.
* Shatter Armor: Reset Timer 8 min -> 5 min, removed reload/accuracy penalty
* Shred Armor: Reset Timer 4 min -> 3 min.
* Survival Instincts: Added 4 DR.
* Weapons Handling: Added 2% maximum cannon range.
* Will to Survive: Added 10 max morale.
* Wolf Pack Prowlers: Morale 50 -> 20, Reset Timer 8 min -> 5 min..
Cutthroat
* Cripple Enemy: Target Speed -12.5% -> -10%, ;Target Grappling Defense -5 -> 0, Added -15% Target Armor Resistance, -10% Target Structure Resistance
* Defense: Bow DR 2 -> 3, Resistance 2.5% -> 4%
* Devil Take the Hindmost: Target Defense -4 -> -5
* Drink and the Devil: Changed Acceleration to Resistance.
* Fury: Added 10% morale recovery rate
* Sacrifice for Damage: Added 5 accuracy.
* Shred Armor: DR Penetration 60% -> 75%, Added 8 accuracy
Navy
* Career Base: Added 1.5% Max Broad Reach Speed, Combat
* Crippling Broadside: 40 Morale Cost -> 30
* Emergency Repairs: Morale Cost 50 -> 30
* Escort: Morale Cost 40 -> 30
* Final Defense: Strips the Concentrated Fire effect.
* Fortress: Removed speed penalty.
* Last Resort Speed: Close Haul Speed 5% -> 4%, Beam Reach Speed 5% -> 4%, Broad Reach Speed 5% -> 7%
* Pirate Hunter: Revamped skill. Passive, increases Max Speed by 4%, Broad Reach Speed by 4%
* Rally the Crew: Morale Cost 30 -> 20
* Scatter Shot: 40 Morale Cost -> 30
* Show of Force: 40 Morale Cost -> 30
* Speed Increase: Self effect 10% -> 11.5% (total self speed boost of 16.5%)
Freetrader
* Evasion: Revamped skill. Click buff. +20 defense for 20 seconds, 30 morale, 5 minute reset timer. Stacks with Defense.
Privateer
* Aggression: Added 10% morale recovery rate.
* Agile Tactician: Morale 50 -> 20. Reload Rate 1% -> 1.5%, Damage 1% -> 1.5%, Acceleration 1% -> 2%
* Battle Preparations (Defense & Offense): These are now group buffs. Added a 5% self-only resistance component.
* Concentrated Fire: Morale 40 -> 30, DR Penetration 50% -> 65%. Now applies a 15 second DoT that deals 5% armor and structure damage to equal or larger sized ships. Removed facing requirement.
* Cripple Enemy: Added -2 target accuracy.
* Crushing Broadside: Added -3 target accuracy. Removed facing requirement.
* Demoralize: Duration 1 min -> 3 min
* Evasion: Revamped skill. Click buff. +20 defense, 15% resist for 15 seconds, 15 morale, 90 second reset timer. Stacks with Defense.
* Hidden Reserves: Reset Timer 12 min -> 8 min
* Hired Crew: Added 15% Crew Recovery Rate
* Jugular: Morale 35 -> 30, can now be used against equal sized targets. -1.5% Resist/Hit -> -1.25% Armor Resist/Hit, -1% Structure Resist/Hit. Replaced Damage Reduction with Damage Resistance. Duration 2 min -> 90 seconds.
* Plunder: Doubloon Bonus 20% -> 30%, Bonus Loot Chance 5% -> 7.5%
* Signals: Target Defense -4 -> -5
* Surprise Below Decks: Reset Timer 5 min -> 4 min, Morale 40 -> 30
* Unpredictability Offense: Morale Cost 25 -> 20 (does not impact morale block)
* Unpredictability Sail Resist: Now provides 35% sail resist, 7.5% ship speed, 5 defense, 7 grappling attack, -3% damage
* Unpredictability Resist: Resist 15% -> 18%
Swashbuckling:
* Skills you can’t buy due to insufficient skill points were showing as Valid in the skill shops. Fixed.
* Mousing over the left half of your Life circle gave you Guard values. Now gives you Life values as it should.
* Surgeon: Corrected the cooldown. All three levels share a 30 second cooldown now.
* Firm Grip (Dirty Fighting): It was possible to use this (although it had no benefit) without Shaken. Fixed.
* Shaken (Dirty Fighting): Now reduces Offense by 15%
* Precision (Fencing): Now gives +10 Melee Accuracy, with a burst of +20, and has a cooldown of 30s. Group Precision now has a cooldown of 30s.
* Broken Defense (Fencing): Now lasts 15s.
* Blind (Fencing): Now reduces Offense by 10%, Dodge by 5%, and Parry by 5%.
* Flashing Blades (Florentine): Added missing particle effects.
* Reversal (Florentine): Now does 20 Health damage for each effect present.
* Corps-a-Corpse (Florentine): Now does 20 Health damage when Crippled is present.
* Improved the animations for the gun skills.
* A few swashbuckling skills acted like you could use them in ship space even though you couldn’t. Now they behave properly.
* Banana of Disruption: The icon is now a banana (instead of sugar cane).
* Tweaked the stats on Fortaleza weapons. They remain about as powerful as they were, just slightly different.
* You should no longer receive Combat Medicine twice.
* There was a brute NPC who did damage after you successfully blocked. Fixed.
* There were a few other places where skills used by NPCs didn’t do quite the right thing. Tweaked those. For example, particle effects are the right color in some instances. And NPCs with torches don’t do silly things like cross their arms.
* Zombies that wield arms now hold the arm in their hand at all times.
* Each of the final Defense skills are now in their own stacking category. This means these skills will stack in addition to other defensive buffs.
* In boarding NPCs, you should no longer find captains who rely on guns. Now, they should all bravely charge into battle with swords swinging.
Missions:
* If we change a mission encounter, the mission should be cancelled for you. Otherwise, you could land in a mission you can’t complete or, worse, trapped in a room. This wasn’t happening, though. Fixed.
* If you have missions in port, when you click on the Longboat Coxswain, the list he shows you is sorted alphabetically.
* Broadsheet Peddlers have been added to low-level towns. They now call Daily missions out via “Daily Extra” so you have a hint that they’re group missions.
* British Tutorial: In the swashbuckling section, Bilge Rats no longer respawn endlessly.
* French Tutorial: Fixed a bug that required you to speak to Berri twice.
* Spanish Tutorial: You can’t click the map, only press X to retrieve it. Noobs don’t always figure that out so the Tutorial is a really horrible place to have that bug. Fixed.
* The room used by the Swashbuckling portion of the Spanish Tutorial has been updated – it looks much nicer now.
* Heartless Romantic: Mother and Son had no weapons. Fixed.
* Commendable Action: Guards in the Spanish Magistrate’s Office are Spanish now, not Brit.
* Delivery Pains: Fixed some problems with ships interacting with the fort.
* Disparate Measures: Fixed an inconsistency between the text and the mission. You really do have to sink 3 ships as it says.
* Wayward Son: Improved NPC spawns.
* Mob Rule: Townsfolk no longer spawn so close together.
* Unforeseen Cargo: The mission couldn’t be completed. Fixed.
* Chasing the Money: Some prisoners couldn’t be rescued so the mission couldn’t be completed. Fixed.
* Punitive Strike: Your allies were called “Attacker (Generic).” Now they have a more appropriate name.
* The List: You shouldn’t be able to talk to your enemy during the fight. Fixed.
* Too Close for Comfort: The talked-up Buccaneers were Cutthroats. Now they’re Buc’s.
* Hangman’s Noose: It was never our intention that you should have to sail to Jenny Bay to complete this mission. Now you can stay in Port Royal.
* Stay Alive (and the rest of that chain): Corrected the destination.
* Flora and Fauna: The croc no longer has a nation or career. That was just silly.
* Island of the Monkeys: Monkeys couldn’t move or be targeted. Fixed.
* The Sinner Revealed: The longboat isn’t marked on the local map. Fixed.
* Vendetta’s End: The swashbuckling fight is more difficult now. It was a bit boring before.
* Become Esteemed: Not all ships counted toward the goal but they should have. Fixed.
* Final Justice: Sent you to Port Royal on completion. It’s supposed to put you in Charlestown. Fixed.
* Flying the Black Flag: Tweaked the summary text to match the encounter.
* House of Solomon: Increased the AOE of the canopic jar. As it was, you had to do some maneuvering for the effect to occur correctly.
* Submitted for Your Approval: It was impossible to advance the mission after a certain point because a key NPC was missing. Fixed.
* Bey’s Retreat: Fixed a bug where talking to DeGenaro wouldn’t end the mission or give rewards as it should.
* The Concord Mutiny: You shouldn’t be able to talk to the ghosts. And you should only be able to talk to Jonah until after Duboc. Fixed.
* The Ruins: Removed a dead body that wasn’t supposed to be there. Yet.
* Unhappy Meals: Updated the personas.
Economy:
* We’ve globally set the labor multiplier to 0.5. This effectively halves the amount of labor needed by all recipes. For example, recipes that used to use 4 hours of labor will now use 2 hours of labor to create the same amount of output. Help for the recipe will still show 4 hours needed but, in your structure, the recipe itself will show “Labor required: 2 hours (0.5 * 4 hours).”
* Streamlined some recipes by consolidating buildings. In some instances, you may need to demolish/rebuild some structures to acquire all recipes. For example, if you have a Lumber Mill and a Carpenter, you can simply demolish the Carpenter. However, if you only have a Lumber Mill, you will need to demolish and rebuild it in order to get the Carpenter recipes. The buildings aren’t demolished for you – if you had a Carpenter, you still have a Carpenter. There’s just no way to build another.
*
o Combined Lumber Mill and Carpenter; removed Carpenter.
o Combined Sugar Refinery and Rum Distillery; removed Rum Distillery.
o Combined Forge and Weaponsmith; removed Weaponsmith.
* Streamlined some recipes by removing materials.
*
o Removed Refined Flour. Hardtack now requires Wheat. Provisions no longer require Refined Flour.
o Removed Maize. Cheesemaking and Cattle Breeding no longer require Maize. Adjusted the cost of Cheesemaking to compensate for not having Maize. Adjusted the cost of Livestock and Game Animals, they are now closer to one another.
o Removed Lead Ingots.
o Removed Copper Ingots. All recipes using Copper Ingots now use Copper Ore.
* Streamlined some ship recipes.
*
o Removed Large/Medium/Small Anchors; replaced with Anchors.
o Removed Large/Small Frame Timber, Large/Small Filing Frame, Large/Small Beam, Large/Small Transom; replaced with Frame Timbers.
o Removed Oak/Teak Strakes; replaced with Oak/Teak Planks.
o Removed Large/Medium/Small Keel; replaced with Keel.
o Removed Ballast. Ship Deeds now require Granite in equal amounts.
o Adjusted the cost of Sterns, they’re now slightly more expensive.
o Removed Large/Medium/Small Mast Sections and Large/Medium/Small Spars; replaced with Mast Sections.
o Removed Large/Medium/Small Sails; replaced with Sailcloth.
o Removed Mast Hoops; replaced with Iron Ship Fittings.
o Adjusted Rigging inputs and outputs by 5 so that Knot Rigging gives more output per click.
* Added an Exchange Shop on the Auctioneer in every town (except the starting towns). Use this Exchange Shop to trade goods made obsolete by these changes for new goods. As an example, if you have created Small Anchors, you still have them but they’re no longer used in recipes. Use the Exchange Shop to turn them into Iron Ingots.
* Reduced the labor on Lineship Structure Bundles to 18 hours; increased the click cost to 100,000 db.
* Changed the labor multiplier on all Freetrader Advanced structures to .9 (from .8). (They used to grant a 20% reduction in labor costs; now they only grant 10%.) Advanced recipes remain unchanged.
* Increased the cost of Lignum Vitae production. Harvesting now costs 2000 db, Blocks cost 250 db, and Frame Timber costs 500 db.
* Increased the cost of Teak production. Harvesting now costs 400 db, and Planks now cost 150 db.
* Slightly decreased the cost of the Large Hull and Huge Hull; slightly increased the cost of the Colossal Hull.
* When calculating the insurance value for ships built using Line-Ship Structure Bundles (LSBs), we use 50% of the value of the LSB (instead of 100%).
* We’ve re-calculated the value of insurance paid by all ships per the changes made to their recipes. For the most part, the changes were tiny – on the order of 20 db or so.
* Added gold/silver to a few pieces of uncommon outfitting because all other uncommon outfitting has it.
* Using Marks of Trade to improve Faction didn’t enable you to improve it as much as they should. Fixed – you should be able to get to neutral now.
Open Sea:
* Some Evil Pirates on the Open Sea have been replaced by Dread Saints.
PvP / Port Contention:
* We now show a timer in the tooltip for Raided ports similar to the timers for ports in other states.
* When on the waiting list for a Port Battle, you’d see it was for !!LANDMARKNAME!! We’ve fixed it so it should show the proper port name now.
* We had a bug where having a GM correct a port issue could switch it from Raided to Martial Law in a matter of seconds. We’ve fixed enough other bugs that GMs rarely have to muck about with landmark states but we fixed this in case they ever do need to again.
Art / Sound:
* There’s a new Anniversary coat available to all players – one for each nation. Check out your local tailor to try one on!
* Freetraders have a new “level-up” animation. The one they had before was difficult to enjoy when viewed from behind.
* The sword-swallower no longer slices through his throat. He’s much better at his trick now.
* Fixed a number of clipping bugs – NPC are less likely to have feet through the ground, hands through knees, etc.
* Added sounds to a variety of Magistrate Offices that were silent.
* BSharp has made a pass through several ports, improving lighting and textures.
* Bartica: Improved the clarity of the stars.
* Belize: Ambient sounds were Spanish although this is a British town. Fixed.
* Georgetown: Fixed some clipping issues with the Raven’s animation.
* Havana: The priest looks more priest-like and less pirate-like.
* Tortuga: If you used the Smuggler Tunnels, your missions could suddenly show up on the wrong place on the map. Fixed.
* West End: When Pillaged, there were musicians fiddling silently. Now they play a jaunty tune.
* All ghosts sounded male on death, regardless of their gender. Now female ghosts sound female.
* For many missions, if you failed and clicked Replay, no music would play the next time through. Fixed.
UI:
* Increased button size on Ship Control UI to accommodate localization.
* We tweaked how quickly skill tooltips show up when you hover over them. They were coming up so quickly they were too likely to block your view in Swashbuckling combat. They should be less distracting now.
* Make it clearer when a battery is out of guns and won’t fire.
* You can now map separate keybindings for ship controls vs. avatar controls. Previously, if you changed one, you changed both.
* Added sounds to some UI (Preference buttons and such) that didn’t have it before.
Stability / Performance:
* For some, the game crashed loading certain rooms. They sent their crash dumps to Microsoft and we found and fixed an issue.
* Fixed a rare chat server crash that was introduced in 1.10.
Misc:
* In French (and possibly other languages) some NPC names show up as “s” instead of the name. This was due to us using SOE’s localization tools incorrectly. We’ve fixed most of these, we believe. Let us know if you see any we missed.
* If the game fails to run due to a problem with a localization file, we pop up a dialog saying what went wrong and what to do about it. But that dialog showed only in code because the appropriate localization file was missing. Now it shows in English, French Spanish, German, and Russian.
* Additional translations and localization fixes by SOE.