[p][/p][p]
Captains,
[/p][p]The Test Server is now available.[/p][p]These are preliminary patch notes for the start of the Test Server. Full patch notes will be announced later during the Testbed phase.
[/p][p]
Goals for the Test Server [/p][p]To test the new features of the game, including:[/p][p]
Rewards[/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 2 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).[/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.[/p]
[p]
Sailing Model[/p]
- [p]In the past, the sailing and maneuvering characteristics of ships were balanced primarily based on damage per minute, which meant that mid-tier vessels could not overtake an opponent if the enemy held the most favorable point of sail. Now, all ships are divided into four distinct classes: [/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).[/p]
- [p]Each ship within these classes has its own optimal point of sail, allowing Interceptors and Light Interceptors to overtake heavier ships even when those are sailing on their most advantageous course.[/p]
- [p]Below is a summary chart of the new classification:
[/p] - [p]In line with this classification, the speed, turning rate, acceleration, and deceleration of ships have been updated for each class.[/p]
- [p]The mechanics of speed loss due to rudder inertia have been made more pronounced to prevent situations where captains could repeatedly switch broadsides by performing 180-degree turns with little to no loss of speed. The current system is configured as follows:[/p]
- [p]First Rates lose speed to a certain threshold after a single 180‑degree turn while under Battle Sails.[/p]
- [p]Seventh Rates lose speed to a certain threshold after seven 180‑degree turns while under Battle Sails.[/p]
- [p]We have reinstated the mechanic where sail efficiency decreases with each additional sail set. Ships receive the maximum efficiency bonus under a Half Sails Plan, with efficiency gradually declining as more canvas is spread. At Full Sails, no efficiency bonus is applied. This mechanic will make combat under Battle Sails more comfortable, as new systems (such as improved leak mechanics) encourage the use of Battle Sails to reduce excessive heel.[/p]
[p]
Damage Model[/p]
- [p]Improved leak mechanics. Previously, some ships were more prone to leaking than others. Now, ships with significant heel will receive leaks more consistently, while ships with little or no heel cannot be leaked.[/p]
- [p]Demasting with confidence — chain shot size and mast colliders have been updated to make mast hits more reliable compared to previous demasting.[/p]
- [p]Updated ammunition parameters. Previously, double charge had an unfair advantage, being not only the best ammunition for long‑range penetration but also the most effective at retaining full damage over very long distances compared to round shot. With this update, all types of shot except grape shot now retain full damage up to a maximum of 750 meters. Beyond that distance, both round shot and double charge gradually lose damage up to 3,000 meters in the same way. Double shot and chain shot deal negligible damage beyond 750 meters.[/p]
- [p]Reduced fire chance for all ships based on player feedback. For example, if on average your ship caught fire once every 2 battles, it will now catch fire once every 3 battles.[/p]
[p]
AI Changes[/p]
- [p]Improved NPC behavior in battle. NPCs now properly evaluate their position relative to the wind when choosing a side to engage and make more reasonable decisions about switching broadsides, taking reload times into account. These changes allow NPCs to avoid unnecessary maneuvers.
This is the first stage of AI improvements. In the future, NPCs will also learn to properly evaluate the condition of their broadsides and better control their speed relative to the enemy.[/p] - [p]Alive NPC ships will now leave the instance immediately once the “Battle Over” message appears.[/p]
- [p]Capture zones have been removed from Port Battles against neutral NPCs — players must now earn points by sinking NPC ships.[/p]
- [p]Fixed a bug where NPC ships in conquest missions did not provide loot — they now do.[/p]
[p]
Port Management[/p]
- [p]Port owners can now set up contract rights in the port. There are 4 modes:[/p]
- [p]Clan[/p]
- [p]Clan and Friends[/p]
- [p]National[/p]
- [p]Everyone[/p]
- [p]Port owners can now change the visual style of their port and build or maintain fortifications.[/p]
- [p]IMPORTANT: The cost for visual style changes and building fortifications is temporarily set to 100 doubloons so that all players can experience the new features. The final cost will be set upon patch release on live servers.[/p]
- [p]Each fortification requires a supply of gunpowder and ball ammunition to operate. [/p]
[p]
New Modules and Books[/p]
- [p]Open World warships and Raider warships loot:[/p]
- [p]Added approximately 180 new modules, primarily of purple and gold quality.[/p]
- [p]Added 15 new books with an increased drop chance. These books cannot be combined into combo books.[/p]
[p]
How to access the test server[/p][p]Instructions on how to unlock the test server and participate are posted on the official forum:[/p][p]
How to Participate [/p][p] [/p][p]REWARDS for participating on the Test Server will be announced later during the Testbed phase.[/p][p][/p][p]Most useful and thoughtful feedback providers will also receive a special reward once the live server patch goes live.[/p][p][/p][p]Players start on the Test Server with the Caribbean Main Server database from the morning of August 5, 2025.
[/p][p]Important Note: The information in these patch notes will be updated and expanded throughout the Testbed phase.[/p][p][/p][p]If you have any questions about the reasoning behind these changes, please share them in the feedback topics so we can take them into consideration for future patch notes.[/p][p][/p][p]
Feedback[/p][p]Feedback can be provided here on Steam:
Steam Forums[/p][p]And here on the official forum:
Official Forum[/p][p]Also let us know if you have any questions in the comments.[/p][p]
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