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Patch 10.3 - New event, PvP marks changes, changes to knowledge slots and other fixes

Captains

Patch has been deployed to live servers

What's new

  • Special event added that will happen from time to time somewhere in the Caribbean
  • Knowledge slots previous ships unlock requirements removed from the game, ships still have knowledge slots and require xp on this ship, but don't have pre-requisites
  • PvP marks and PvE marks removed and replaced by Combat marks
  • PvP kills now give 2x combat marks to the previous pvp marks (if you got 2 pvp marks for kill you would get 4 combat marks)
  • PvP marks conversion added to convert left over pvp marks into combat marks
  • Rookie Brig and Rookie Snow added to low level missions
  • Added the ability to switch ships with fleet in ports (even without outpost)
  • Skillbooks and Books now provide a tool tip in the admiralty/pirate den store (to see the requirements and bonuses place the mouse over the result of the exchange in the right window which appears after you click on the skillbook or book)
  • Book tab is added to port store
  • Improved (relaxed) speed requirements and time requirements to pick up loot from sinking ships

Fixed bugs

  • Fixed the bug that did not transfer the crews between gunnery and sailing crew focuses when you had extra crew
  • Fixed the bug that did not start the storm preset in the instance
  • Fixed the bug that did not apply hold optimization bonuses in the instance
  • Fixed the bug that did not repair ship in the OW if you had minor damage
  • Fixed the bug that you could sell items to port if the port was not supposed to buy those items
  • Fixed the bug that did not let you place contracts in neutral ports
  • Fixed the bug that sometimes locked the amounts you could sell to 1 
  • Fixed the bug that did not start the port battle if the port battle time fell onto the port battle lock down times (1 hr before or 1 hr after of maintenance)
  • Fixed the bug that blocked purchase of 36lb guns under contracts

Tunings

  • Hull repairs, Rig repairs and Rum are now placed into consumables section in the port
  • Trading goods consumption by Npc traders slightly increased
  • Furnishing requirements for 4 lower level vessels reduced
  • Several ships were removed from NPC stores to promote crafting, the margins for the remaining ships were reduced
  • Removed explosion strength from basic cutter
  • Reduced resource requirements for 7th and 6th rates
  • Minor speed rebalances were done for Bucentaure, Pavel, Endymion, Wappen, Agamemnon
  • OW speeds slightly rebalanced

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Information on the forthcoming mega patch to live servers

Captains. 

Wipe patch is coming this month. The following content will be deployed to live servers. The deployed content is going to be more stable as it was properly checked on the testbed servers by a QA team and our amazing community volunteers who spent a lot of time on the testbed and provided a lot of feedback on bugs and improvements.

Estimated time of deployment of the patch is between 15th May and 24th May. We are testing the Nation change item (Forged Papers) now that is absolutely critical for the problem-free delivery of the wipe patch.

Here is what you can expect in the patch to live servers.

New changes:

  • Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
  • Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty
  • Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
  • New sounds system is implemented. Crew responds to your actions and intensity of combat.
  • All ships now have 1 durabilities with the corresponding change of required resources.
  • You can now use the hold of your fleet ships. New perks are introduced for fleet management
  • Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
    • PVP marks - for high end frigates permits and skillbooks
    • PVE marks - for certain ships, skillbooks, resources and some other items
    • Conquest marks - for port battles and permits for lineships
    • Trading Manifest - reserved for potential future use.
    • Each reward can be used for exclusive content in admiralty stores.
    • PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
    • Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
  • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
  • Perk reset cost introduced - to reset your character perks you have to pay 50 PVE marks.
  • Pirate vs Pirate - outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
  • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
  • Ship paints can now be stored in clan warehouses.
  • Chain shot damage fall off from distance implemented and added to game.
  • Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented.
  • Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
  • Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
  • Bot routes and npc fleet composition significantly improved.
  • Guns are now sold in units and can be crafted.
  • Rookie zones removed. Rookie capitals are added back to respective regions.
  • Assign crew functionality in instances updated and somewhat improved.
  • Resource transport between free towns removed
  • Ship transport between outposts removed
  • Teleport to freetown removed.
  • Outpost to outpost transport is now only available between national towns.
  • Tow to capital replaced by tow to port - which sends you to the nearest deep water port - this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
  • Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
  • Shipyard is added back and is a required building for ship crafting
  • Lineships blueprints are now available in the admiralty. Lineships require permits to construct
  • Gifted perk removed
  • Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
  • Antigriefing is now based on curve - not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
  • Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) - you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
  • Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
  • Contracts on cannons can be placed in stores.
  • Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
  • Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over. Player exiting battle spawns in the open world.
  • If you alt-f4 in battle you will be sent to the OW after battle
  • If you exit the battle and do nothing - normal disconnect mechanics will apply.
  • You can now loot hold from sinking ships if you are near the sinking enemy vessel.
  • NPC Ship capture on the PVP server
    • From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
    • PVE Server: NPC ships will be capturable on the PVE server with no restrictions. 
    • PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
    • This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
  • Alliances tab disabled temporarily until alliance rework
  • Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. (Details http://forum.game-labs.net/index.php?/topic/20047-shipbuilding-woods/)
    • New planking trims added to game. Redundant trims removed
    • New wood types added to game
  • Invisibility added when exiting battles under following conditions
    • Both Sides will receive 1 min invisibility on exit.
    • You cannot be attacked or attack during invisibility.
    • Invisibility persists even if you die and spawn in port (lets say Free town)
  • Cannons can now be stored in the warehouse

Tunings:

  • Map zoom increased 2x in commander tablet
  • Port battle time increased to 105 mins
  • Accuracy and damage from land based guns increased by 15%
  • Points for kills increased by 50% in port battles instances
  • Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
  • If you sink in battle you will still be able to see the compass and wind indicator
  • Brace command is now a toggle
  • All contracts that are more than 15 days long are going to be automatically cancelled from now on.
  • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
  • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
  • Military NPCs now sometimes drop repairs as loot
  • Sugar added to manyregions as resource - for rum production
  • Boarding preparation growth increased
  • Perk points are given to player faster - you will get 10 perk points 2x earlier.
  • Crew requirement lowered on 4lb,6lb and 12lb carronades
  • Tow to nearest deep water port do not check the hold weight any more
  • Redwood logs abandoned; blueprints using redwood now use lignum vitae.
  • Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
  • Fire damage is increased by 25%
  • Split function is improved
  • Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
  • Fixed Rattlesnake figurehead bonuses bugs
  • Added a tooltip to cannon crafting blueprint
  • Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
  • PVP content in the admiralty store rebalanced.
    • PVE server will have different prices and mark conversion options
  • Fleet and fort kills are properly counted to your fleet if you did the most damage
  • Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
  • When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
  • Recently killed flag is not given if you were sank by NPC
  • Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
  • Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
  • Minimal crew requirement lowered on all traders
  • Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
  • It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
  • Copper mine building removed, copper removed from all blueprints.
  • Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
  • Changed NPC production limits on certain resources
  • Port battles now properly allow PB battle points for recently killed captains (including pvp marks)

Fixed bugs:

  • Ship reverse speed bugs fixed
  • Trade window bug fixed (players lost their ships they traded via trade window)
  • Cargo duplication bug fixed
  • Fixed bug that did not allow to access hold for NPC ships in missions and events
  • Fixed bug that allowed to receive marks for basic cutter
  • Fixed bug that allowed your sank vessel to magically appear in the BRS screen
  • Fixed a memory leak with open combat information window.
  • Fixed UI bugs in ship to ship transfer
  • Bug causing blueprint drop during breakup removed
  • Fixed most bugs not giving rewards for sinking surrendered ships
  • Shipyard and workshop resource requirements bug fixed.
  • Several instance crashes bugs fixed
  • Fixed bug that did not allow you to craft even if you had a free slot in the port
  • Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
  • Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
  • Fix bug that allowed ships added to fleets without the perk in outlaw battles
  • Fixed several bugs with hold informational updates
  • Fixed bug that allowed bots to repair guns indefinitely
  • Fixed bug that increased deceleration on the Cutters
  • A lot of minor bugs fixed

One more hot fix will be deployed to the testbed before the wipe patch, the team is fully focused on the delivery of the wipe patch to live servers.

This topic will be updated with clarification and cross links to detailed information on some of the issues mentioned in the notes.  

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Ingermanland: To be saved for Posterity

INGERMANLAND

Ingermanland is a 64 gun Russian ship of the line, designed by Peter the Great and the British naval architect Richard Cosenz. Construction took three years and the ship was launched on May 12, 1715 at St. Petersburg's naval shipyards.

Cosenz implemented several innovations in the design, including an arrangement of frame timbers that greatly increased the strength of the hull. There were also several changes in the sailplan, with fore and main topgallant sails lending its designer's signature sleek appearance to the ship.  

Peter the Great was very impressed by the ship's sailing and combat qualities during sea trials. The ship was designated as the main flagship of the Russian Navy from 1712 until 1721, and it bore the Tsar's personal standard while participating in all major raids and fleet battles against the Swedish Navy during the Great Northern War.

The design of the ship was so successful that more than 60 ships were built to its lines over the next 70 years. In fact, the famous Russian admiral Senyavin sailed Ingermanland’s sister ship during his early Mediterranean campaigns.

In recognition of the ship's contributions during the Northern War, Peter the Great ordered for the ship “to be saved for posterity”,  however, after his death Queen Anna cut the budget for maintenance, and Ingermanland's hull rotted away until the ship sank in Kronstadt harbor. The following year the hulk was broken up and sold for firewood.

This ship is now fully restored, “rebuilt for prosperity”, and ready for combat service in Naval Action.

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Development plans: Winter Spring 2015

Hello Captains.

Here are our development plans for this winter and spring: Jan-May 2015. 

1. New ship models

The following list of vessels will be delivered for testing by the end of Spring. Some ships might get delayed by storms.

  • Mercury brig
  • La belle poule
  • Ingermanland
  • La Renomme
  • Privateer Schooner (based on Lynx - with more guns)
  • Brig Navy Edition (based on Brig - with more guns)
  • HMS Pickle
  • 28 gun light frigate
  • Gunboat

2. Open world distance and speeds testing

3. Ship customization

  • Ship parameters randomization
  • Simple ship upgrades
  • Simple loot
  • Simple crafting

4. Gameplay

  • Updated damage model 4.0
  • Improved sailing of for-and-aft rigs
  • Better turning and rudder mechanics
  • Commander tablet
  • New game types: Operations gameplay – 24 hours large battle map with respawns, and shore defences

5. Other improvements

  • Improved chat
  • Manual
  • Soft launch of early access on steam

With your pre-orders we are moving significantly faster. Thank you for the continued support and feedback you are providing us with. 

Special thanks to all community correspondents, streamers and youtube content makers, who are making awesome videos about our game.

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HMS "Trincomalee" in Action

Captains

HMS "Trincomalee" was recently launched for Sea Trials. This is one of the few Leda Class frigates that still exist. Leda class was based on the captured french "Hebe" Frigate and was one of the most successful frigate designs.

This ship has an amazing history. 

A set of plans for two new Leda Class Frigates were drawn up in England. The first ship was to be named Trincomalee, after an action in 1782 between the Royal and French navies off the Ceylon port of that name, and the second was called Amphitrite. Due to oak shortages, the vessels were to be built in Bombay from teak. During the voyage the vessel carrying the plans, HMS Java, was attacked and defeated by USS Constitution. Java sank under tow, taking the plans with her. USS Constitution is also recreated in Naval Action. 

Trincomalee is a beautiful ship with excellent weaponry, built for speed and close-haul performance. She is a "wet" frigate for having excessive pitching and heel and some captains even requested shipyards to add a false keel to remedy this. It's best fleet role is heavy interceptor as it lacks strength to withstand broadside to broadside combat with ships of the line. In the hands of the skilled captain she turns into a beast, especially in frigate combat. 

HMS Trincomalee in Combat. Fan video. 


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Pre-order Steam Keys information

Hello Captains..

Those who bought the game before Nov 21.

We have sent invitations to the Alpha to everyone who bought the pre-order before 21 November. 

If you have not received your key please contact our support forwarding your Paypal confirmation email as an attachment. 

Those who bought the game after Nov 21.

We are planning to invite the rest of the buyers into the alpha once we rework the balancers, add more moderators and make the manual. This will happen in the foreseeable future, but we don't know when yet. 

p.s.we must add the usual statement - that this is an alpha sea trial. there is no content except for ships and combat and multiple bugs.

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Current development plans

Hi Captains.

Here is what we are trying to deliver this year in Naval Action. 

  1. Pre-order buyers will be invited to the sea trials soon. Those who want to help the development, will join the ranks of focus testers and will provide feedback on combat gameplay and sailing qualities of vessels in game.
  2. 4 new ships will be added to the game: Ontario and Light Brig will definitely arrive; Trincomalee, Santisima Trinidad arrival is probable, but they could be delayed by storms.
  3. Boarding combat will be added (as a simple abstraction of captain orders)
  4. Mortars will be added as a weapon and a Mortar brig will be launched
  5. Prototype untextured forts will be given to testing (light and heavy edition) 

We are also working on the:

  • item system that will support loot, modules and ship captures and transfer
  • basic beta mission system to provide better incentives to participate in events and player battles
  • simple rank based progression 

Prototype open world map needs several things to be implemented before going out for testing, we believe that we can get it done before the end of the year. Initially we will be testing the map size and travel time on the open world. Current size of our Caribbean is 16 mln sq km. It currently takes 30 to 60 mins real time in the fastest ship to reach La Grenade from Guadeloupe. 

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Exploration gameplay

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Exploration gameplay

As we come closer to finalizing our initial line up of ships and basic combat mechanics, we would like to talk about our first principles of non-combat gameplay in our sandbox game. We wanted to bring our thoughts to your attention earlier so we can get your feedback and ideas, before we start coding them.

Our first post is about Exploration and Adventure gameplay. 

Guiding principles

•    Pure explorer gameplay must be viable and profitable
•    Famous explorers must have the same status as famous admirals, privateers, or pirates
•    Explorers can provide significant benefits to other professions
•    Adventurer role must be interesting and educating 

Discovering new lands

Most of the world will be Terra Incognita. There will be no in game maps and players will have to explore and discover the rest of the world themselves. 

Except for starting areas, every port will have to be founded by players or player guilds. We will seed the world with some native villages that players can capture to speed up the development, but most of the map will be uninhabited. 

Explorers will be able to name coastal towns that will appear on map after Royal Courts, or Admiralty approvals. The world creators will name key landmarks – but explorers could chart smaller islands.

Some time ago, we discussed the opportunity of creating a completely new world a-la Civilization map to provide the real feeling of exploring the unknown, feeling that explorers of the 17-18 century experienced when they went to sea. That idea received a mixed response – but we think it could be discussed again. 

Expeditions.

Players will be able to send expeditions to islands, or continents if they have hired officers with necessary skills. Depending on the skill level, an expedition can make a number of discoveries starting from animals, to plants, to historical artifacts. 

Bird discovery card

Bird discovery card

Insect discovery card

Insect discovery card

Explorers will be extremely useful for trading and combat oriented guilds/companies, because they can uncover shifts in resource pools across the world provide necessary information for crafters and traders.

Archives and Books

The world will witness a lot of combat; ships will sink or will be lost at sea. Explorers will be able to search the archives for maps of shipwrecks and raise them to surface. Most lucrative shipwrecks will be in dangerous waters, so it will be useful to bring a friend or two. 

Discoveries and collections are crafted into books or atlases. Explorers then submit them to Geographic or Royal Societies for rewards: titles, rare items, and ships. We plan to use real historical data for the discoveries that could make this profession entertaining and educating. 

 

Discuss at http://forum.game-labs.net/index.php?/topic/1534-exploration-gameplay/

 

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USS "Constitution"

On 6 September, near the Rock of Gibraltar, Captain Preble hailed the unknown ship, only to receive a hail in return. After identifying his ship as the United States frigate Constitution, he received the same question again. 

Preble, losing his patience, said: "I am now going to hail you for the last time. If a proper answer is not returned, I will fire a shot into you." The stranger returned, "If you give me a shot, I'll give you a broadside." Asking once more, Preble demanded an answer, to which he received, "This is His Britannic Majesty's ship Donegal, 84 guns, Sir Richard Strachan, an English commodore," as well as a command to "Send your boat on board."

Preble, now devoid of all patience, exclaimed,

"This is United States ship Constitution, 44 guns, Edward Preble, an American commodore, who will be damned before he sends his boat on board of any vessel."

And then to his gun crews: "Blow your matches, boys!

Under the Naval Act of 1794, the magnificent USS “Constitution” was built at Boston Shipyard by naval constructor Georg Claghorn. President George Washington himself selected the name of the ship.

Based on the designs of Joshua Humphreys, the ship was long on keep and narrow of beam, mounting very heavy long guns. The purpose of the ship was to overpower any frigate, but be able to escape from ships of the line. The vessel was constructed with pine and live oak using 24 hectares of trees. Copper bolts and breasthooks were forged by Paul Revere.

The ship was launched on 20 September 1797, carrying thirty 24lb long guns and twenty 32lb carronades (or 18lb long guns) and could reach 13 knots in favorable winds. Two Ukrainian shipbuilders participated in the ship's construction: carpenter Oleh and master painter Denis.

Announcement_of_launch_of_USS_Constitution.png


USS Constitution can be sailed by testers in Naval Action as of February 2014.

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December Update

We have lots of news

1. We have started closed focus testing of combat mechanics and server technology. So far feedback was very positive. Everyone loves the direction we are taking and we will work hard on improving the game based on your feedback. We will continue inviting more players to test the combat. 

2. USS Constitution modeling is almost finished. It is a beautiful frigate and will be available for combat by the end of the year.

IMG_09122013_185841.png
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3. We are finishing the development of the core combat features: shooting, and sailing and will test final versions with players shortly. Additions include: yard management, better shooting mechanics, point blank range shooting and various experiments with cannon angles and distances

4. Additional plans

  • Ship rebalancing
  • Server improvements
  • Multiple bugfixes
  • Terrain improvements
  • Mast destruction visualization

We have achieved good progress with terrain and can show a part of a northern coastline map. 

HMS Surprise leaving harbour

HMS Surprise leaving harbour

For long and cold winter we have a new dock, that will be posted soon (during the major website update).

Winter docks

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HMS "Surprise"

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 Under orders of the “Ministère de la Marine et des Colonies”, the beautiful Corvette “Unite” was launched at Le Havre shipyard. The ship was built by Pierre-Alexandre Forfait – who was famous for his innovations in naval architecture.

During the courier mission in Algeria in 1796; “Unite”, under command of Lieutenant Le Breton, was captured by the British frigate HMS “Inconstant” and was renamed as HMS “Surprise

 

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October Update

1XScreen_15-10-2013_16-38-26.JPG
  • We have finished HMS Surprise modelling and now work on texturing and painting. 
  • We have developed a draft prototype of boarding combat as a separate program, that will be implemented in the game client after we finish work on morale and crew implementation. 
  • Ship physics was completely reworked, allowing us better control over ship behavior. Eventually it will also let us to change the weather and  waves geometry during combat. 
  • We have recruited Dimitriy Dyachenko, who created the sound of Metro Last Light, starting active development of the sound in the game.
  • We continued work on camera improvements and usability of ship controls.  
  • Preparation for our first press PR campaign started

 

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September Update

The Chatham Dockyards have successfully finished the order for a 1st rate ship of the line. The ship was named HMS Victory to commemorate The Year of Victories, the 1759.  

HMS Victory

HMS Victory

Additionally

-        Server stability and client performance was improved

-        New camera types added

-        Crew focus added

-        Ship sinking mechanics improved

-        AI bots have been added

-        Various graphics improvements

In the next couple of months we plan to work on:

-        UI improvements and additional features like deck by deck reloading

-        Boarding combat

-        AI improvements

-        Crew and its morale

-        Officers and perks

-        General bug and glitches fixing

ij.jpg

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Summer Update

In addition to our Navy Cutter that you can see on our front page. we are delighted to share the screenshots of our current ship line up.  

Schooner

Frigate

Brig

Third Rate (74)

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Forum admin work

Hello everyone

We are doing some additional set up and improvement work for the forums and they might be unavailable for some or all users from Today till Monday. 

Sorry for any inconvenience caused by this

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Naval Action progress report: June

This is what will be done by end of this month:

      • Five ships (various hull sizes and sail plans)
      • Animated sails, banners, flags and ensigns
      • Firing system tuning continued
      • Damage model improvements: bow, stern damage, rudder module
      • Server technology development
      • Animated crew research
      • Locations development research
      • Temporary location implemented
      • Sailing system improvements: turning, inertia, acceleration, deceleration tuning

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      Welcome aboard

      Hello

      We are happy to announce that the most beautiful age of sail game is in development. 

      In this blog we will provide you with:

      • regular updates on the development process
      • news and information related to our game
      • invitations to discussions and testing sessions

      Please join our forums if you want to help us develop the game the way you want.

      Naval Action Team

       

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