Major Changes, Improvements, and Bug Fixes - October 2025
[h2]Rewards[/h2]
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This means different activities now yield different loot types.[/p][p]Current implementation:[/p]
Due to the introduction of new contract rights for port owners, the following adjustments have been made:[/p]
- [p]Players will now earn reals based on the damage they inflict in battles (applies to both PvP and PvE). Initially, players will receive 3 reals for each point of damage dealt. The conversion rate may be adjusted based on feedback.[/p]
- [p]Battle Experience is awarded only for confirmed kills (applies to both PvP and PvE). If several players damage the target XP is shared based on the damage % dealt.[/p]
- [p]The Daily Leaderboard will reward the top 15 players on both the Caribbean and Peace servers. The leaderboard is based on received battle experience. Prize Chests will be placed in the Reward Chest automatically.[/p]
- [p]Line Ships (1st–3rd Rates)[/p]
- [p]Heavy Ships (some 3rd Rates and 4th Rates)[/p]
- [p]Interceptors (5th Rates)[/p]
- [p]Light Interceptors (6th–7th Rates)
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- [p]How to read the chart:[/p]
- [p]Each dot represents a ship a) best speed at best angle and b) best average cruise speed at most angles.[/p]
- [p]For example, Bellona:[/p]
- [p]a) X best speed at Y best angle[/p]
- [p]b) (lower point) its average Z cruising speed at most angles[/p]
- [p]Speed, turning rate, acceleration, and deceleration have been updated for each class.[/p]
- [p]Purpose of these changes is to establish a consistent tacking pattern:[/p]
- [p]If a ship begins a tack with sufficient speed, it should retain positive speed by the end of the maneuver.[/p]
- [p]If a ship starts a tack from low speed, it will stall and move backwards.[/p]
- [p]Rudder inertia will now reduce speed by up to 50% of a ship’s maximum speed, regardless of sail plan. Above this threshold, the effect becomes negligible.[/p]
- [p]Sail efficiency decreases with each additional sail set. Maximum efficiency is under Half Sails; efficiency declines as more canvas is spread, with no bonus at Full Sails. This makes combat under Battle Sails more viable, especially in combination with improved leak mechanics.[/p]
- [p]Improved leak mechanics: Ships with significant heel will receive leaks more consistently, while ships with little or no heel cannot be leaked.[/p]
- [p]Successfully inflicted leaks from a single broadside can sink a ship if the captain does not react in time and shift the entire crew to Survival Focus.[/p]
- [p]When sailing at 15% of maximum speed or lower, the water intake from hull leaks is reduced by 25%.[/p]
- [p]Leaks cannot be placed if ship is heeling less than 6 degrees[/p]
- [p]Demasting with confidence: chain shot size, mast section hitpoints, sail hitpoints, and mast colliders have been updated to make mast hits and sail damage more reliable.[/p]
- [p]Updated ammunition parameters:[/p]
- [p]Round shot and double charge retain full damage up to 1,000 meters, then begin to lose effectiveness out to 3,000 meters.[/p]
- [p]Chain shot becomes ineffective beyond 750 meters.[/p]
- [p]Double shot (close-range only):[/p]
- [p]Double shot retains full damage up to 300 meters.[/p]
- [p]Damage falls off gradually between 300m and 500m.[/p]
- [p]Beyond 500m, double shot is completely ineffective.[/p]
- [p]Grape shot (close-range only):[/p]
- [p]Grape shot retains full damage up to 400 meters.[/p]
- [p]Beyond 400m, grape shot is completely ineffective.[/p]
- [p]Reduced fire chance: On average, a ship that previously caught fire once every 2 battles will now catch fire once every 3 – 4 battles.[/p]
- [p]Gun damage increased by about 5% across all guns.[/p]
- [p]Gunpowder consumption reduced across all guns.[/p]
- [p]Fortification cannons open fire at 3500 meters. [/p]
- [p]Greatly increased grape and splinter damage from cannons.[/p]
- [p]Greatly increased the number of cannons destroyed during raking fire.[/p]
- [p]Increased bow hitpoints to allow closing distance with confidence.[/p]
- [p]Improved angling mechanics that reduce penetration capabilities with angles lower than 45 degrees. [/p]
- [p]No gun at any distance can penetrate any armor thickness at lower angles, even with double charge. Double charge only slightly reduce angle influence and is mostly useful to increase penetration distance[/p]
- [p]Adjusted penetration angle curves and cannon parameters.[/p]
- [p]Medium Guns – penetrate the hull at distances up to 1500 m.[/p]
- [p]Long Guns – penetrate the hull at distances up to 2000 m.[/p]
- [p]Carronades – penetrate the hull at distances up to 1000 m.[/p]
- [p]NPCs now properly evaluate wind position when choosing which side to engage and make better decisions about switching broadsides, considering reload times.[/p]
- [p]NPCs will avoid unnecessary maneuvers.[/p]
- [p]This is the first stage of AI improvements; in the future NPCs will learn to evaluate the condition of their broadsides and better control speed relative to the enemy.[/p]
- [p]Alive NPC ships will now leave the instance immediately once the “Battle Over” message appears.[/p]
- [p]Fixed a bug where NPC ships in conquest missions did not provide loot — they now do.[/p]
- [p]Port owners can now set up contract rights for their ports allowing contract usage for: [/p]
- [p]Clan[/p]
- [p]Clan and Friends[/p]
- [p]National[/p]
- [p]Everyone.[/p]
- [p]Port owners can change the visual style of their port and build or maintain fortifications (forts and towers).[/p]
- [p]Each fortification requires a supply of gunpowder and ball ammunition to operate.[/p]
- [p]Fortifications provide protection to players under attack within the port’s protection zone.[/p]
- [p]To receive this protection, a player must be a member of the clan that owns the port or a member of a clan designated as friendly by the port owner.[/p]
- [p]Fortifications will always provide protection during conquest missions and port battles.[/p]
- [p]Players receive compensation in reals for damage dealt to fortifications only during port battles.[/p]
- [p]Fortifications must be rebuilt only if they are completely destroyed by enemy fire, and only in port battles.[/p]
- [p]Added new Dutch Fleets patrolling the Deep Waters between La Mona and Curaçao (Benedenwinds region on the map) and the Shallow Waters southwest of Shroud Cay (Nassau Patrol area).[/p]
- [p]The fleets do not attack players (unlike the patrolling NPCs on Trincomalee ships).[/p]
- [p]It is impossible to join a battle on the side of the Fleet, and the same applies to initial pulling into the battle — this prevents players from disrupting others’ engagements.[/p]
- [p]The Deep Water Fleet consists of 17 NPC ships, mainly first rates, with some second and fourth rates included.[/p]
- [p]The Shallow Fleet consists of 15 NPC ships - La Renommée and Cerberus.[/p]
- [p]Sinking these ships provides a chance to loot rare offensive modules (e.g. gun reloading, boarding modules) and rare books for collections (except Shallow Fleets), with an increased drop rate.[/p]
This means different activities now yield different loot types.[/p][p]Current implementation:[/p]
- [p]Ocean Fleets → Rare offensive modules (blue to gold) and rare books for collections.[/p]
- [p]Raiders Port Battles → Rare defensive modules (blue to gold) and rare books for collections.[/p]
- [p]Some uncapturable shallow ports in the safe zone (Bahamas) – Additional resources and ammunition have been added to make the new player experience easier.[/p]
- [p]Free ports – These ports now also sell crafting resources (excluding rare woods). Each port has their own set of resources.[/p]
Due to the introduction of new contract rights for port owners, the following adjustments have been made:[/p]
- [p]Uncapturable shallow ports in the safe zone and free ports now have significantly increased supplies of resources required for shipbuilding and consumables. [/p]
- [p]Open World, Ocean and Shallow Fleets, Epic Events and Raiders warship loot updated.[/p]
- [p]Added about 180 new modules (mostly purple and gold quality).[/p]
- [p]Added 15 new books with increased drop chance. These books cannot be combined into combo books.[/p]
- [p]With this update, modules and books become bound to the player who first obtained them.[/p]
- [p]These items cannot be sold or transferred to other players, and they cannot be placed on contracts.[/p]
- [p]These items cannot be moved into ships that do not belong to their owner (including derelict ships).[/p]
- [p]If a player leaves BoP items inside a ship and then makes that ship a derelict, the BoP items will disappear when another player opens the hold of that derelict.[/p]
- [p]Privateer perk – the extra module drop (SEARCH) has been removed.[/p]
- [p]The Conquest Flag item has been removed from RvR (can still be exchanged for doubloons).[/p]
- [p]The right to undertake conquest missions is now granted to the top 10 clans on the national leaderboard, based on Activity Points from the past 7 days.[/p]
- [p]The price of Conquest Missions is tied to the level of activity within the targeted port.[/p]
- [p]A clan can have only one active Conquest Mission.[/p]
- [p]A clan cannot start a new Conquest Mission if it has already scheduled an offensive Port Battle on an enemy port. [/p]
- [p] If a defensive Port Battle is scheduled (initiated by enemy clans or Raiders), the clan can still start a conquest mission.[/p]
- [p]Regular clan members cannot take Conquest Missions. This action is restricted to Officers, 1st Officers, and the Clan Creator.[/p]
- [p]Once you take a conquest mission, the flow remains the same — start within 45 minutes, survive another 45 minutes, and the Port Battle will be scheduled for the next day.[/p]
- [p]These changes aim to eliminate issues with the old Conquest Flag mechanic reported by players.[/p]
- [p]The clan leaderboard now shows only the top 10 clans for each sorting criterion.[/p]
- [p]To take a conquest mission, a player must be in a Top 10 clan.[/p]
- [p]Ship battle rating requirements apply, similar to port battles.[/p]
- [p]The ship used to accept a conquest mission is now recorded. Losing that ship will cause the mission to fail.[/p]
- [p]A conquest mission can only be successfully completed (leading to port battle scheduling) if the player finishes the final battle in the same ship that the player used to accept the mission.[/p]
- [p]Capture zones have been removed from Port Battles against neutral NPCs — players must now earn points by sinking NPC ships.[/p]
- [p]The number of daily Raider attacks has been set to five per server. This will be adjusted later this week.[/p]
- [p]Updated Patrol Rewards.[/p]
- [p]The maximum efficiency of trading has been limited to approximately one hour per trade route.[/p]
- [p]Crafting recipes have been slightly adjusted for ships of the line (small amount of doubloons added). Several basic resource crafting blueprints were also updated[/p]
- [p]During trade, items placed in the offer are locked and cannot be moved, split, equipped, or otherwise modified until the trade is completed. Direct trade remains fully available. The only items that cannot be traded under any circumstances are bind-on-pickup ones.[/p]
- [p]It is no longer possible to transfer a ship that has items in its hold.[/p]
- [p]The ability to install modules and cannons via drag and drop has been removed. To equip them, click the ship slots and choose from the list of available items.[/p]
- [p]Open World Patrol Trincomalee NPCs are now Dutch, same as the Ocean Fleets.[/p]
- [p]Updated localizations.
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