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Pirates of the Burning Sea: Power & Prestige Arrives Today

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

Flying Lab has announced that the much anticipated Pirates of the Burning Sea expansion will arrive later today. Called "Power & Prestige", the expansion is bring lots of welcome changes including ship overhauls, new content and quests.

We are pleased to announce that we will be publishing Power & Prestige to our live servers on Wednesday, September 15th.

Because of the complexity of this upgrade, the downtime is currently scheduled to last 12 hours, between 1:30am and 1:30pm Pacific*. We invite you to hang out in the official Pirates of the Burning Sea chat channel while the servers are down.

 

Read more here. The full patch notes can be found here.


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¯\_(ツ)_/¯ 


Comments

  • seabeastseabeast Member Posts: 748

    That is a lot of changes, might go check it out.

  • JetrpgJetrpg Member UncommonPosts: 2,347

    Im actually interested in this, but i cannot see that patch notes w/o logging in and agreing they send me junk mail QQ

    "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

  • AsheramAsheram Member EpicPosts: 5,071

    Originally posted by Jetrpg

    Im actually interested in this, but i cannot see that patch notes w/o logging in and agreing they send me junk mail QQ


     

     funny I have not received 1 piece of junk mail from sony/station and I've had an account with them for around 2 years and if you actually read the box the box you are checking your email is being shared with FLS the developer of the game for customer support and forum notifications on posts that you might make not a insidious plot to fill your inbox with spam.

  • RaapnaapRaapnaap Member UncommonPosts: 455

    The only MMO to date that has given me junk mail is WoW with aleast 5 scam attempts per week (even though I don't even have an active account). How they got my email I'll leave to speculation (I never register anywhere besides on official sites) but atleast SOE has not given me such problems.

  • JetrpgJetrpg Member UncommonPosts: 2,347

    Originally posted by Asheram

    Originally posted by Jetrpg

    Im actually interested in this, but i cannot see that patch notes w/o logging in and agreing they send me junk mail QQ


     

     funny I have not received 1 piece of junk mail from sony/station and I've had an account with them for around 2 years and if you actually read the box the box you are checking your email is being shared with FLS the developer of the game for customer support and forum notifications on posts that you might make not a insidious plot to fill your inbox with spam.

    Still ill pass i just wanted to read the notes, the changes sound interestign and i would like to see them but im not agreeing to any terms to VIEW patch notes.

    "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

  • Ice_HoleIce_Hole Member Posts: 22

    I will make it easy on you..

     

    We are proud to launch our first expansion, Power and Prestige! The biggest new features in P&P are Port Governance and Stacking Penalties. We're also adding a Brawling fighting school to Swashbuckling combat which means a revamp of all the schools. And we've tuned the career skills and most ships. See below for more details on these changes and more.

    Join us in celebrating Talk Like a Pirate Day! Talk to Captain Billings (the parrot) in Tortuga to join the fun and earn a title.

    Also, this is a milestone build and so honors a Community Member of the Month. Look for Kerrilyn off the dock of Jenny Bay. ~MOG~

    Release Notes for 1.26.27 are here.

    Known Issues:


    • Some fees do not get added to the Port Treasury, although they should. For example, extending and Auction listing charges a fee and that fee should be applied to the Treasury but it's not. This will be fixed in the next update.

    Differences between 1.26.27.0 and 2.0.47.0 include but aren't limited to:

    Port Governance:


    • Ask the Governor's Clerk in any town about becoming Governor. The Governor's Seal above her head makes her easy to find.

    • As society members gain XP, their Society gains Influence. Even level 50 members generate Influence as they participate in activities that generate XP.

    • Society leaders and agents can pledge influence to a player - even one outside the society - that they want to become governor. See the Governor's Clerk for info on how to do this. Check your Character UI to see how much influence you have been pledged.

    • The Governor's Clerk also provides information about Port Infrastructure, Fortification, and Weapons Stockpile levels.

    • Visit the Governor's Clerk to make a bid to become Governor. After 2 days of open bidding, there is a period of closed bidding which ends when a certain amount of time has elapsed with no new bids. Area-wide announcements are sent at each stage in the process.

    • If someone makes a bid to take over from the current governor, the current governor gets mail alerting him. Also, an area-wide announcement goes out.

    • When you're elected governor, you get mail explaining your next steps, directing you to the resources you'll need to learn to be effective.

    • Only the Governor may enter the Governor's Mansion, where they may interact with the Town Steward (who provides information on governing), the Secretary of the Treasury (who provides access to Port Governance systems), and the Governor's Tailor (who offers special Governor-only clothing).

    • Any town can have a governor. However, a Governor can only change Infrastructure, tax rates, and defenses in conquerable ports.

    • Governors can use money in the Treasury to change infrastructure levels in the port, affecting the economy.

    • Governors can draw a salary from Treasury.

    • Players can donate funds to the Treasury.

    • Governors can set the tax rates to entice commerce or discourage foreign development. Tax rates are set independently for each nation.

    • Governors can change defense levels in a port, improving the performance of defending NPCs in Port Battles for that port.

    • Governors can use money in the Treasury to reduce unrest in a port.

    • Infrastructure and defense have a weekly upkeep cost pulled from the Treasury. The governor gets a warning mail in advance, and then another mail when maintenance is deducted.

    • Funds enter the Treasury from taxes, listing fees, recipe execution, and rewards from special "Governor's Request" daily missions.

    • When a port is conquered, the Governor is removed and Infrastructure and defense levels are automatically decreased one level.

    • When a new Governor is elected, infrastructure and defense levels set by the previous Governor decrease one level.

    • When port defenses are higher, you'll see more soldiers patrolling the town and such. When port infrastructure is higher, you'll see more merchants with fresher goods about town.

    • Fortifications, one of the Defense values the Governor may set, give 1% damage resistance and 1% armor integrity per level to the Fort and Gun Emplacements. Fortifications give 1% guard and 1% dodge per level to all defending NPCs. Higher levels of Fortification increase the status of the extra Forts from Weapons Stockpiles (from Gun Emplacements to Large Fortresses).

    • Weapons Stockpiles, one of the Defense values the Governor may set, give 1% damage and 1% reload per level to the Fort and Gun Emplacements. Weapons Stockpiles give 1% damage per level to all defending NPCs. Higher levels of Weapons Stockpile causes extra Forts during Port Battles at that port.

    • When a town has a governor, the governor's flag shows up below the national flag. When port infrastructure and defenses are increased, burgees are added below the governor's flag.

    • The Governor can set a Message of the Day for his port. If the Governor has set a MOTD, you'll see it in chat upon entering the town.

    • Governors can set their names or Society names to show in the tooltip for the port. They can change what is displayed there for a price that he pays from the Treasury.

    • The Governor's title appears before their name when they speak in Area chat.

    • The Garrison Commanders in conquerable ports offer special missions, marked as "Governor's Request". These missions reward players who complete optional objectives with extra donations to that port's Treasury.

    Ships / Outfitting:


    • We made tuning changes to most Scout ships. Scouts were not sufficiently weighted for their advantages, like acceleration and turning, for how good those stats are versus the other advantages that Warships get, namely DR and Armor. As such, most Large and Huge scouts lost some acceleration, and some turning stats, as well as some DR. In addition to those changes, many scouts received additional tuning to make them more useful, and make sub-50 variant ships more able to compete on the Open Sea. See the following list for details.

      • Cerberus: Broadside DR 5 -> 4, added 1 Sail DR

      • Heavy Cerberus: Broadside DR 5 -> 4, reload Bonus 3% -> 7.5%, added 5% Sail Bonus, inherits 1 Sail DR from base Cerberus.

      • Mastercraft Cerberus: Broadside DR 5 -> 4, inherits 1 Sail DR from the base Cerberus

      • Raa: Broadside DR 5 -> 4, added 1 Sail DR

      • Heavy Raa: Broadside DR 5 -> 4, added 2 Sail DR

      • Sleek Raa: Broadside DR 5 -> 4, added 2 Sail DR

      • Mastercraft Raa: Broadside DR 5 -> 4, added 2 Sail DR

      • Arcadia: Accel 3.15 -> 3, turning decel 9.75 -> 10, broadside DR 6 -> 5, added 2 Sail DR

      • Mastercraft Arcadia: Accel 3.15 -> 3, turning decel 9.75 -> 10, broadside DR 6 -> 5, armor/structure bonus 20% -> 22.5%, mast bonus 17.5% - 20%, reload bonus 10% -> 15%, added 3 sail DR

      • Capricieux: Accel 2.68 -> 2.5, turning decel 8.5 -> 9, broadside DR 6 -> 5, topdeck 12x6lb -> 14x6lb, gundeck 22x12lb -> 24x12lb, added 1 Sail DR

      • Heavy Capricieux: Accel 2.68 -> 2.5, turning decel 8.5 -> 9, broadside DR 6 -> 5, topdeck 12x6lb -> 14x6lb, added 1 Sail DR

      • Mastercraft Capricieux: Accel 2.68 -> 2.5, turning decel 8.5 -> 9, broadside DR 6 -> 5, battle speed 15.75 -> 15.7, reload bonus 17.5% -> 12.5%, target tracking 15 -> 14, added 2 Sail DR

      • Tigre: Accel 2.8 -> 2.65, turning decel 8.50 -> 9, broadside DR 6 -> 5, added 1 sail DR

      • Heavy Tigre: Accel 2.65 -> 2.5, turning decel 8.50 -> 9, broadside DR 8 -> 7, battle speed 14.5 -> 14.8, topdeck 14x6lb -> 16x9lb, reload bonus 7.5% -> 10%, added 10% sail bonus, added 1 sail DR

      • Sleek Tigre: Accel 2.90 -> 2.75, turning decel 8.50 -> 9, broadside DR 6 -> 5, gundeck 24x12lb -> 26x 12lb, topdeck 12x8lb -> 16x8lb, reload bonus 7.5% -> 10%, added 20% sail bonus, added 3 sail DR

      • Mastercraft Tigre: Accel 2.8 -> 2.65, turning decel 8.50 -> 9, broadside DR 6 -> 5, reload bonus 10% -> 15%, added 2 accuracy bonus, added 15% sail bonus, added 2 sail DR

      • Hercules: topdeck 12x8lb -> 16x8lb, target tracking 11 -> 12, broadside DR 6 -> 7, added 2 sail DR

      • Heavy Hercules: Topdeck 12x9lb -> 16x9lb, inherits 2 sail DR from the base Hercules

      • Sleek Hercules: Close haul angle 45 -> 40, battle speed 16 -> 15.8, accel 2.12 -> 1.21, defense 23 -> 24, topdeck 16x8lb -> 18x8lb, added 7.5% reload bonus, added 3 sail DR, inherits 7 broadside DR from base Hercules

      • Pirate Hercules: Defense 27 -> 24, crew 340 -> 350, topdeck 22x8lb -> 20x 8lb, structure bonus 20% -> 17.5%, target tracking 16 -> 15, inherits 2 sail DR from the base Hercules

      • Mastercraft Hercules: Accel 1.66 -> 1.81, defense 26 -> 23, crew 340 -> 325, battle speed 15.7 -> 15.5, gundeck 28x22lb -> 28x20lb, accuracy bonus 4 -> 2, structure bonus 22.5% -> 20%, armor bonus 22.5% -> 20%, reload bonus 18.5% -> 15%, target tracking 16 -> 15, inherits 2 sail DR from the base Hercules.

    • We made tuning changes to most Warships. Defensive stats, DR specifically, got much cheaper for warships. Most Large and Huge warships have increased DR, and most ships have more narrow-side DR. In addition, most warships got some extra guns. All Large, Huge, and Colossal warships are getting a large increase in top speed. The general idea is to establish an archetype for scouts and warships more specifically, mostly in effort to offset the large maneuverability advantage Scouts have. Scouts have high accel, neutral or better turning profiles, and moderate to low top speeds. Warships have low accel, neutral or worse turning profiles, and moderate to high top speeds. Finally, there are very little changes to Colossal ships besides top speed and sail DR.

      • Stralsund: Accel 1.65 -> 1.5, battle speed 14.5 -> 16.5, topdeck 8x4lb -> 10x 6lb, added 2 sail DR, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus

      • Stralsund Mastercraft: Accel 1.65 -> 1.5, battle speed 14.5 -> 16.5, topdeck 10x6lb -> 12x 7lb, armor/structure bonus 12.5% -> 15%, added 2 sail DR

      • Athena: Accel 1.2 -> 1.1, turning accel 7.32 -> 8, turning decel 9.15 -> 9, topdeck 16x8lb -> 14x7lb, gundeck 8x12lb -> 14x11lb, added 2 sail DR, added 5% sail bonus

      • Defiant: OS Speed 54 -> 56, battle speed 16.4 -> 17, bow/stern DR 4 -> 5, topdeck 8x7lb -> 14x7lb, target tracking 15 -> 16, added 3 sail DR

      • Defiant Sleek: Level req 40 -> 46, accel 1.13 -> 1.1, battle speed 17.05 -> 17.65, bow/stern DR 4 -> 5, topdeck 8x6lb -> 14x7lb, added 4 sail DR

      • Defiant Mastercraft: Level req 46 -> 50, crew 390 -> 405, OS speed 54 -> 56, battle speed 16.4 -> 17, topdeck 14x8lb -> 16x9lb, armor/structure bonus 25% -> 30%, sail bonus 17.5% -> 20%, reload bonus 10% -> 15%, target tracking 15 -> 15, added 3 sail DR, added 2 accuracy

      • Myrmidon: Accel 1.5 -> 1.25, crew 380 -> 405, battle speed 15.2 -> 16.3, bow/stern DR 4 -> 5, topdeck 4x6lb -> 6x6lb, gundeck 26x11lb -> 28x11lb, target tracking 15 -> 16, added 3 sail DR, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus

      • Myrmidon Heavy: Level req 41 -> 44, accel 1.5 -> 1.25, crew 380 -> 405, battle speed 15.2 -> 16.3, broadside DR 8 -> 9, bow/stern DR 4 -> 6, topdeck 4x6lb -> 6x6lb, gundeck 26x11lb -> 28x11lb, armor/structure Bonus 25% -> 30%, sail bonus 10% -> 15%, target tracking 15 -> 16, added 3 sail DR, added 1 accuracy

      • Myrmidon Mastercraft: Level req 46 -> 50, crew 380 -> 425, accel 1.5 -> 1.25, battle speed 15.2 -> 16.3, bow/stern DR 4 -> 5, topdeck 6x7lb -> 10x7lb, target tracking 15 -> 16, added 4 sail DR, added 1 accuracy

      • Oliphant: OS speed 53 -> 54, turning accel 7 -> 8, battle speed 15.3 -> 17.1, structure 1825 -> 2000, bow/stern DR 4 -> 5, upperdeck 18x8lb -> 20x8lb, swivels 4x -> 6x, target tracking 13 -> 14, added 4 sail DR

      • Oliphant Heavy: OS speed 53 -> 54, turning accel 7 -> 8, battle speed 15.3 -> 17.1, structure 1825 -> 2000, broadside DR 9 -> 10, bow/stern DR 4 -> 6, upperdeck 18x8lb -> 20x8lb, swivels 4x -> 6x, target tracking 13 -> 14, added 4 sail DR, added 15% sail bonus

      • Oliphant Mastercraft: OS Speed 53 -> 54, Turning Accel 7 -> 8, Battle Speed 15.3 -> 17.1, Structure 1825 -> 2000, Bow/Stern DR 4 -> 6, upperdeck 18x9lb -> 22x9lb, swivels 4x -> 6x, target tracking 13 -> 14, added 4 sail DR, added 10% mast bonus

      • Minerva: Turning accel 7.32 -> 7.15, fast turning 11.7 -> 11.5, battle speed 17.25 -> 17.5, topdeck 18x6lb -> 18x7lb, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus, added 3 sail DR

      • Minerva Mastercraft: Turning accel 7.32 -> 7.15, fast turning 11.7 -> 11.5, battle speed 17.25 -> 17.5, armor/structure bonus 15% -> 17.5%, added 3 sail DR

      • Deliverance: OS speed 53 -> 54, fast turning 10.35 -> 10, battle speed 14.5 -> 16.9, bow/stern DR 4 -> 5, topdeck 10x9lb -> 12x9lb, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus, added 3 sail DR

      • Deliverance Heavy: OS speed 53 -> 54, fast turning 10.35 -> 10, battle speed 14.5 -> 16.9, bow/stern DR 7 -> 8, topdeck 12x9lb -> 14x9lb, added 3 sail DR

      • Conquistador: Accel 1.25 -> 1, battle speed 15.25 -> 16.7, added 3 sail DR

      • Conquistador Sleek: Accel 1.42 -> 1.17, battle speed 16.1 -> 17.45, added 4 sail DR

      • Mordaunt: Turning accel 4.5 -> 5, turning decel 8.65 -> 8.5, fast turning 6.55 -> 7, battle speed 15.3 -> 17, bow/stern DR 3 -> 5, upperdeck 20x9lb -> 22x9lb, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus, added 3 sail DR

      • Mordaunt Sleek: Turning accel 4.5 -> 5, turning decel 8.65 -> 8.5, OS speed 54 -> 55, fast turning 7.3 -> 7.75, beam reach speed 0.85 -> 0.9, running speed 0.85 -> 0.925, battle speed 15.95 -> 17.65, bow/stern DR 2 -> 4, upperdeck 20x8lb -> 22x8lb, mast bonus 10% -> 12.5%, added 4 sail DR, added 5% armor/structure bonus

      • Alexander: OS speed 52 -> 53, fast turning 7.12 -> 7.5, beam reach speed 0.825 -> 0.85, bow/stern DR 4 -> 6, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus, added 4 sail DR

      • Poseidon: OS speed 49 -> 52, Accel .55 -> .63, turning accel 3.25 -> 4.25, turning decel 9.35 -> 8.35, stopped turning 0.7 -> 0.78, slow turning 2.1 -> 2.35, fast turning 5.5 -> 6.5, battle reach speed 16 -> 17.4, beam reach speed 0.825 -> 0.85, stern DR 3 -> 7, topdeck 8lb -> 9lb, upperdeck 11lb -> 12lb, gundeck 16lb -> 18lb, added 4 sail DR, added 5% reload bonus

      • Valiant: Battle speed 16.5 -> 17.1, added 4 sail DR

      • Wenden: Battle speed 16.5 -> 17.1, added 4 sail DR

      • Triumphant: Battle speed 16 -> 17, added 4 sail DR

      • Trinity: Battle speed 16 -> 17, added 4 sail DR

      • Invincible: Battle speed 16.25 -> 16.9, added 4 sail DR

      • Prince: Battle speed 16.25 -> 16.9, added 4 sail DR.

    • We made tuning changes to most Merchant ships. Previously, Merchants were largely overweighted for their cargo capacity and hauling ability. Merchants now get their capacity and hauling weights largely free, simply as a feature of merchants in general. This allows some specific ships to not simply be dead weight, and instead be a viable combat choice for Freetraders and Buccaneers. Merchants have different places in the warship/scout dynamic, largely dependant on their acceleration. High accel merchants will behave more like scouts (high accel, neutral or better turning profile, low top speed), low accel merchants will behave more like warships (low accel, neutral or worse turning profile, high top speed).

      • Santiago: Battle speed 16.25 -> 16.9, added 3 sail DR

      • Santiago Traders: Added 3 sail DR

      • Sultan: Added 3 sail DR

      • Mignone: Added 3 sail DR

      • Mignone Stripped: Added 3 sail DR

      • Mignone Mastercraft: Added 3 sail DR

      • Mignone Privateer: Added 3 sail DR

      • San Mateo: OS speed 51 -> 54, topdeck 20x6lb -> 22x9lb, gundeck 20x12lb -> 22x13lb, added 5% armor/structure bonus, added 5% sail bonus, added 5% reload bonus, added 2 accuracy, added 3 sail DR

      • San Mateo Heavy: OS speed 51 -> 54, crew 300 -> 350, topdeck 20x6lb -> 22x11lb, gundeck 20x12lb -> 22x16lb, added 4 accuracy, added 4 sail DR

      • San Mateo Traders: Topdeck 20x6lb -> 22x9lb, gundeck 20x10lb -> 22x13lb, added 25% structure bonus, added 4 sail DR

      • Couronne: Turning accel 3 -> 4, crew 425 -> 500, bow/stern DR 7 -> 8, topdeck 10x7lb -> 12x10lb, middledeck 18x12lb -> 22x13lb, gundeck 20x20lb -> 22x22lb, added 4 sail DR

      • Couronne Mastercraft: Turning accel 3 -> 4, battle speed 16.5 -> 17, crew 425 -> 550, bow/stern DR 7 -> 8, topdeck 14x8lb -> 14x10lb, middledeck 26x12lb -> 24x14lb, gundeck 32x20lb -> 24x24lb, added 5 sail DR

      • Leviathan: Battle speed 16 -> 17.75, added 4 sail DR

    • Refit Ship Tuning: Refits should, more or less, fall into the correct warship/scout/merchant buckets, but they stray farther from their intended archetype on purpose.

      • Falcon: Topdeck 10x6lb -> 12x7lb, gundeck 20x11lb -> 22x12lb, added 3 mast DR, added 15% reload bonus

      • Gallant: Topdeck 10x7lb -> 14x7lb, added 3 mast DR

      • Mercy: Topdeck 16x8lb -> 18x9lb, added 4 mast DR

      • Reason: added 4 mast DR

      • Macedon: Middledeck 18x11lb -> 18x12lb, added 4 Mast DR

      • Arrow: Battle speed 16.85 -> 16.35, added 2 mast DR

      • Discovery: Battle speed 16.6 -> 16.1, added 2 mast DR

      • Intrepid: Battle speed 16 -> 15.7, added 3 mast DR

      • Achilles: Battle speed 16.2 -> 16, added 3 mast DR

      • Vengeance: Battle speed 16.1 -> 16, added 3 mast DR

      • Reaper's Grasp: Battle speed 16.75 -> 16, added 3 mast DR

      • Neptune's Disgrace: Accel 0.63 -> 1.05, turning accel 6.9 -> 7, added 4 mast DR

      • Abaddon's Will: Added 4 mast DR

      • Cursed Blade: Added 4 mast DR

      • Bahamut: Battle speed 15.7 -> 17.5, added 5 mast DR

      • Hyperion: Added 4 mast DR

      • Treason: Battle speed 16 -> 17, topdeck 28x7lb -> 26x7lb, middledeck 28x12lb -> 26x12lb, gundeck 28x24lb -> 26x24lb, added 4 mast DR

      • Red Devil: Added 2 mast DR

      • Bloody Dagger: Battle speed 16.35 -> 15.9, topdeck 14x9lb -> 16x9lb, added 3 mast DR

      • Mont Blanc: Added 4 mast DR

      • Monarch: Added 3 mast DR

      • Khan: Battle speed 16.15 -> 15.3, added 3 mast DR

      • Trinidad: Battle speed 16.1 -> 16, accuracy bonus 1 -> 2, added 3 mast DR

      • Dauntless: Turning accel 4.9 -> 6, added 3 mast DR

      • Archelon: Battle speed 15 -> 17, added 4 mast DR

    • Ship tuning based on Beta feedback:

      • Lowered the acceleration of all ships by 25%. Player feedback has been pointing to the warship/scout dynamic not being quite strong enough. Players feel that the top speed isn't the problem, but acceleration.

      • Increased the sail DR of all ships that have it by 2. Ships that have no sail DR will see no change.

    • Curieuse Trader's Snow: Skilled Spotters icon was missing. Fixed.

    • Corrected misinformation in the tooltip of the Couronne Galleon.

    • You can, in Preferences, turn off drawing avatars on other ships to improve your graphical performance. However, some ships look funny that way. We've added an override so that the captain of a barrel always shows up, for example.

    • You can read about Stacking Penalties here. You can also ask the Harbor Master about it. When you add outfitting to your ship, we confirm changes to your ship before saving them in case you change your mind.

    • You can no longer outfit your ship from your Character UI. You'll need to talk to the Harbor Master to outfit your ship.

    • We disabled right-click equipping of cargo items (now use the Dockyard UI exclusively).

    • We now display it in the tooltip when an item is subject to stacking penalties.

    • Cargo capacity wasn't getting modified as expected. Your character sheet would show the correct number but adding things to your inventory used the original value before the modifier. Fixed.

    • Tuned outfitting with stacking penalties in mind:

      • Resilient Gun Ports: Reduced the bonus to broadside armor

      • Explosive Powder & Cantonese Powder: Reduced the bonus to damage. Removed the penalty to crew defense. Added a penalty to reload rate

      • Overloaded Cannons & Treacherous Cannons: Slightly reduced both the bonus to damage and penalty to crew damage resistance

      • Heavy Cannon Modification & Vicious Cannon Modification: Reduced the damage bonus and added a bonus to short range damage

      • Double Planked Armor: Removed the penalty to crew defense. Added a penalty to hull defense. Slightly reduced the armor bonus for the huge and colossal versions

      • Runner's Rig: Removed the penalty to crew defense and added a penalty to sail defense.

    • Resistance outfitting tuning based on beta feedback:

      • Discordant Reinforcement 1: Reduced armor damage resistance 5% -> 4%

      • Discordant Reinforcement 2: Reduced armor damage resistance 6.5% -> 5.5%

      • Discordant Reinforcement 3: Reduced armor damage resistance 7.5% -> 6.5%

      • Victor's Armor 1: Removed 5% damage resistance, added 4% armor damage resistance, added 4% structure damage resistance, added 4% mast damage resistance, added 4% crew damage resistance

      • Victor's Armor 2: Removed 7% damage resistance, added 6% armor damage resistance, added 6% structure damage resistance, added 6% mast damage resistance, added 6% crew damage resistance.

    • Suzette's Dissertation is now usable in combat and gives +10% DR. It is still consumable.

    Ship Combat / Skills:


    • Naval Officer career revision:

      • Career Skills:

        • Career Skill: Increased damage resistance 1% -> 2%, added +1 sail DR

        • Rapid Reload is now the level 10 career skill. Reduced morale cost 30 -> 20, increased max hits 10 -> 15, no longer canceled on attack

        • Guardian is now the level 20 career skill. Added +1 sail DR, +15% accel

        • Break Morale is now the level 30 career skill.

        • Final Defense is now the level 40 career skill. Increased morale cost 5 -> 10, decreased duration 40 -> 30.

        • Ultima Ratio Regum: Decreased damage 100% -> 50%, added +1 sail damage and +1 crew damage, reduced morale cost 50 -> 40, reduced reset time 1800s -> 600s

      • Defense:

        • Emergency Repairs: Increased sail repair amount 20% -> 27.5%, reduced duration 30s -> 25s

        • Military Grade Construction: Increased mast integrity 5% -> 10%

      • Desperation:

        • Last Resort Maneuverability: Removed morale block, added Last Resort cooldown category, shared with Last Resort Speed

        • Scatter Shot: Changed armor/structure resist to all resist, reduced to 0.5% per hit, increased first hit 4% -> 8%, decreased max hits 14 -> 8, removed speed, added turning.

        • Last Resort Speed: Changed to a toggle, reduced morale cost 85 -> 20, reduced reset time 480s -> 30s, battle speed 10% -> 4%, added broad reach speed bonus, increased close haul speed 4% -> 8%, turn rate -5% -> -7.5%, reload rate -5% -> -7.5%, tracking -2 -> -4, added turning/reload/tracking debuff, added Last Resort cooldown category, shared with Last Resort Maneuverability

        • Last Stand: Increased duration 30 -> 40, reduced armor/structure resistance 25% -> 20%, added 15% reload rate

      • Disabling:

        • Rake: Removed bow/stern facing requirement, added a bonus crew regen debuff if used when facing a targets' bow or stern, decreased first hit bonus 5 -> 3, decreased max hits 10 > 8

        • Show of Force: Changed to click debuff, applies a debuff to all enemies within 300y, -25% reload (Primary), reduced morale cost 30 -> 20, increased cooldown 120s -> 300s

        • Crippling Broadside: Removed reload rate debuff, added damage debuff

      • Discipline:

        • Boarding Discipline is now the second skill in this tree

        • Warning Shot is now the third skill in this tree, changed bonus from 2% damage/hit to 1% damage and 0.5 target tracking/hit

        • For God and Country is now the fourth skill in this tree, reduced morale cost 40 -> 20, increased reload rate 5% -> 10%, added crew regen, reduced reset time 420s -> 360s

        • Focused Fire is now the fifth skill in this tree, increased damage reduction -3 -> -6, reduced morale 40 -> 30

      • Dominance:

        • Fortress: Removed hull resist, increased defense 5 -> 8

        • Defensive Ship: Added +1 sail DR

      • Escort:

        • Escort: Removed this skill

        • Convoy: Now a passive skill

        • Acceleration Increase: Reduced morale cost 50 -> 30

        • Pirate Hunter is now the second skill in this tree, reduced all speed 4% -> 3%, reduced broad reach speed 4% -> 3, reduced accel 7% -> 6%

        • Speed Increase is now the third skill in this line, reduced all speed 11.5% -> 8%, added broad reach speed, added beam reach speed, decreased morale cost 50 -> 30, decreased duration 300 -> 120, decreased reset time 480s -> 300s

        • Added Master and Commander, the fourth skill in this line, adds +1 battle speed, passive

      • Gunnery:

        • Reload Discipline: Reduced morale cost 50 -> 35, increased reset time 5s -> 45s, added cooldown category Discipline, shared with Damage Discipline

        • Damage Discipline: Decreased reset time 60s -> 45s, added cooldown category Discipline, shared with Reload Discipline

      • Prestige:

        • Military Intelligence: Reduced reset time 480s -> 180s, reduced duration 300s -> 120s, reduced morale cost 30 -> 10

        • Battle Doctrine: Reduced reset timer 480s -> 300s, reduced duration 300s -> 120s, reduced morale cost 50 -> 30, increased damage 1% -> 2%, increased accel 1% -> 2%, added 1 accuracy.

        • Strategic Position: Added damage buff, no longer cancels on attack.

    • Privateer career revision

      • Career Skills:

        • Added 1 mast DR. Removed battle speed bonus, beam reach speed 4% -> 8%, broad reach speed 2% -> 4%.

        • Jugular is the new level 30 career skill.

        • Break Formation: Duration 10s -> 5s. Fixed a bug that caused Stun Immunity to reset on each use.

        • Beam Reach: Speed 8% -> 4%, added 3% battle speed

      • Aggression:

        • Hit and Run: Increased first hit bonus from 1 -> 3

        • Morale recovery increased 10% -> 15%

        • Death's Embrace: Self debuff 3% -> 4%

      • Agility:

        • Tack Upwind is now the first skill in this tree.

        • Expert Rigging is the second skill in this tree and is a combination of Agile Rigging and Sturdy Rigging. Decreased the bonus to mast integrity from 10% -> 5%. OS speed 4% -> 5%.

        • Agile Tactician is now the third skill in this tree. Reload rate 1.5% -> 1%, damage 1.5% -> 1%.

        • New fourth skill: Scrapper: Increases reload/tracking/turn rate/acceleration at close range. 350 yard range, 30 morale, 2.5 minute duration, 5 minute reset.

        • New fifth skill: Hit and Spin: Attack. Increases your turn speed and maneuverability after firing. The effect improves with each shot that hits. Similar to Hit and Run but with 1.25% bonus turn rate per shot instead of ship speed. First hit is for 6% up to a max of 24% bonus turn rate.

      • Battle:

        • All or Nothing Shot: damage 40% -> 30%, reload Penalty 15% -> 10%

        • Increased Damage: Damage 5% -> 7.5%

        • Surprise Attack: damage 25% -> 20%

      • Deception:

        • Evade Aggression: Skill removed.

        • Stealth is now the first skill in this tree.

        • Surprise Below Decks is now the 3rd rank skill in this tree.

        • Second Wind is now the 4th skill in this tree. Removed additional boarding wave. Crew recovery 40% -> 20%.

        • Hired Crew: Maximum crew bonus increased 15% -> 20%. Crew recovery bonus increased 15% -> 20%. Added 5% crew protection.

      • Disabling:

        • Entangling Shot: Sail resistance -15% -> -10%.

      • Flexibility:

        • Battle Preparations: Offense is now the third skill in this tree. Self resists removed and 10% self reload added.

        • Rapid Reload is now the fourth skill in this tree.

        • Maneuver is now the fifth skill in this tree. Duration is now 40 seconds instead of a toggle. 5 minute reset timer. Morale cost increased 20 -> 30 Bonus turn rate increased 15% -> 40%. Defense bonus removed.

      • Survival:

        • Evasion is now the 4th skill in this tree. Duration increased 15 seconds -> 20 seconds. Reset timer increased 1.5 minutes -> 3 minutes.

        • Rebuilt Ship is now the 5th skill in this tree.

        • Improvise Sails: Mast repair 37.5% -> 35%, sail resistance 20% -> 10%, added 4 mast DR.

      • Unpredictability:

        • Sail Defense: Mast damage resistance decreased from 35% -> 25%.

        • Increased the debuff of all Unpredictability skills by 1%.

    • Freetrader Career Revision:

      • Career Skills:

        • All 5 existing Career skills have been removed, and replaced.

        • Career Skill: Damage resistance 4% -> 3%

        • New level 10 career skill: Expert Repairs. 30% armor/sail repair, 15% structure repair.

        • New level 20 career skill: Economic Specialist: Passive skill, allows use of advanced recipes and global auction house.

        • New level 30 career skill: Reinforce Ally: Remote repair and buff an allied ship.

        • New level 40 career skill: Expensive Ship: Passive skill, buffs armor/structure/sails and cargo capacity.

        • New level 50 career skill: Mercenaries: Click Buff, large boost to most stats with a debuff when the buff wears off.

      • Desperation:

        • Underdog: Reduced cooldown 600s -> 480s, battle speed 7.5% -> 3%, added 3% running speed

        • Dump Guns: Increased cooldown 75s -> 300s, added an effect that blocks single or combined gun repairs for 300s

        • Desperation Fire: Damage increased 40% -> 50%

      • Logistics:

        • Removed entire tree, rolled skills into career and other trees.

      • Disabling:

        • New skill tree, borrowed from Buccaneer.

        • Disorienting Shot: Attack debuff (primary) reduces targets accel and turning, duration 40s -> 60s, turn rate -1.5% -> -1.75%.

        • Cut Shroud: Attack debuff (secondary), reduces target speed, requires dismantling shot, morale 35 -> 20, speed -1.5% -> -2%.

        • Shred Sails: Attack, +25% damage, requires dismantling shot, reset time 240s -> 180s, morale 35 -> 20, damage 25% -> 35%.

        • Shred Armor: Attack, ignores target DR, morale 40 -> 30, added 20% damage.

        • Disrupt Formation: Attack debuff (primary), reduces target accuracy and target tracking. Morale 40 -> 30, first hit 2 -> 4, max hits 10 -> 8, added 10 accuracy and 10% damage.

      • Escape:

        • Repel Grapples: Removed defense, increased duration 75s -> 90s

        • Defense: Removed all resist, added turn rate, crew recovery

        • Deter Pursuit: This skill is now the 3rd skill in this tree, speed debuff increased -45% -> -50%.

        • Evasion: Morale cost reduced 30 -> 20

        • Determination: This skill is now the 5th skill in this tree, added crew recovery and morale recovery.

      • Provisions:

        • Removed cooldown categories, reduced durations, reduced morale costs and made them behave exactly like Buccaneer Command skills.

        • Extra Rations: Removed accuracy and damage, added max morale and morale recovery

      • Ship Mastery:

        • Hold Together: Removed this skill

        • Identify Weakness: Removed this skill

        • Reinforcement: Removed this skill

        • Debilitating Broadside: This is now the first skill in this tree, removed speed debuff

        • Plug Leaks: New skill, long duration armor repair, combined with offensive and defensive buffs

        • Overloaded Shot: This is now the third skill in this tree, damage increased 40% -> 50%

        • Rebuild Rig: New skill, long duration sail repair, combined with maneuverability and sail defense buffs

        • High Grade Armament: New skill, passive skill, provides damage/accuracy/max cannon range.

      • Smuggling:

        • Running Dark: Removed this skill

        • Ranging Shot: Buff is no longer removed on next attack, increased first hit bonus, reduced max hits

        • Smuggled Cargo: Added stealth, OS speed

        • Skilled Negotiator: Moved skill from old Logistics tree, is now the 4th skill in this tree

        • Misdirection is now the 5th skill in this tree

      • Trade:

        • Rescue Me: Removed this skill

        • Inspiration: New skill, group buff, adds armor/structure resist and accel

        • Optimal Rigging: This is now the 3rd skill in this tree

        • Before the Wind: This is now the 4th skill in this tree, speed increased 9% -> 10%, broad reach/running speed 10% -> 5%, added 3% battle speed.

        • Sailhandling Drills: OS speed removed, added all broad reach and all running speed

      • Travel:

        • Battle Preparations: Speed: Removed this skill

        • Battle Preparations: Offense: This is now the 4th skill in this tree

        • Distraction: New skill, click debuff, reduces damage, morale, morale recovery of all targets within 300y.

    • Cutthroat Career Revision

      • Career:

        • Career Skill: Added +50% open sea attack range.

      • Brutality:

        • Target Weakness: Reduced duration from 300 -> 120 seconds and reduced reset timer from 480 -> 180 seconds.

        • Plague Ship: Reduced morale cost from 60 -> 40, duration 30 ->20 seconds and crew damage from 30% to 20%.

      • Destruction:

        • Vaporing: Reduced morale cost from 60 -> 40, decreased turn rate/acceleration/reload rate debuff from 40% to 30%.

      • Disaster:

        • Dump Guns now blocks using any single or combined gun repair for 5 minutes.

        • Deter Pursuit: Duration increased from 30 -> 40 seconds.

      • Flogging:

        • Wolf Pack: Hunters reduced reset timer to 5 minutes.

      • Gunnery:

        • Rake can now be used on any armor facing and do additional crew damage. If this attack hits the target's bow or stern, the target gains the Raked Crew effect and becomes immune to additional crew debuffs for 5 minutes.

        • Raked Crew is an effect that reduces crew regeneration rate by 25% for 30 seconds.

      • Smuggling:

        • Devil Take The Hindmost is now the 2nd skill in this tree.

        • Before The Wind is now the 3rd skill in this tree, broad reach/running speed 8% -> 4%, added 4% battle speed

        • Stealth is now the 4th rank skill in this tree.

      • Survival:

        • Hit And Run: Increased first hit bonus from 1 -> 3.

      • Additional Changes/fixes:

        • Fixed the NO Rake Bonus effect (now lasts 30 seconds when applied by Rake instead of 1800 seconds.)

        • Fixed the NO Rake skill (now properly applies the Rake Bonus effect when the target's bow and stern are hit.)

        • Added text for the NO and CT Rake Bonus effects.

        • Updated tooltips for the CT skills and NO skill Rake where applicable.

    • Buccaneer Career Revision

      • Career Skills:

        • Career skill: Armor/structure/crew resist -> 3% resist all, battle speed 4% -> 3%, added 3% damage

        • Dark as Night: Removed battle speed bonus, added 6% all running speed, 6% all broad reach speed

        • Wolf Pack: Removed speed bonus, added +1 accuracy

        • Master of Pursuit: Sail damage 10% -> 15%

        • Heated Shot: Reset timer 600s -> 480s, effect duration 60s -> 120s

      • Command:

        • Reset timers 8m -> 6m, skill durations 4m -> 3m

        • Battle: Reload 4% -> 3%, damage 4% -> 3%

        • Speed: Accel 15% -> 10%

        • Will to Survive: Removed this skill

        • Reinforce Ally: Added new skill, the 5th skill in this tree. Targeted short duration ally repair.

      • Disabling:

        • Disorienting Shot: Duration 40s -> 60s

        • Cut Shroud: Morale cost 35 -> 20

        • Shred Sails: Reset time 240s -> 180s, morale cost 35 -> 20, damage 25% -> 35%

        • Shred Armor: Morale cost 40 -> 30, added 20% damage

        • Disrupt Formation: First hit bonus 2 -> 4, max hits 9 -> 8, added 10 accuracy, 10% damage

      • Gambler:

        • Scrapper: Battle Speed 10% -> 4%, added broad reach/running speed 4%.

      • Prowler:

        • Inspiration: Reset timer 8m -> 6m, effect duration 240s -> 180s, armor/structure resist 4% -> 3%

        • Deadly Force: Effect duration 40s -> 45s

        • Battle Logistics: Removed armor/structure resist, added 5% mast integrity, structure integrity 2% -> 5%, reload rate 4% -> 5%

      • Smuggling:

        • Tack Upwind: Upwind/luffing/close haul 7% -> 8%

        • Smuggled Cargo: Surrendered cargo mult 60% -> 75%, added 5% and -21 stealth

        • Hidden Treasure: Added 25% NPC gold mult

      • Skirmish:

        • First Blow: Reset timer 120s -> 60s, armor integrity req 92.5% -> 90%

        • Weapons Handling: Cannon range mult 2% -> 3%

        • Shatter Armor: Reset timer 300s ->180s, morale cost 50 -> 40, damage 45% -> 50%

        • Jugular: Damage reduction -.015 -> -.02, reload rate .75% -> 1%

      • Survival:

        • Rebuild: Armor repair 25% -> 27.5%

        • Defense: All resist 5% -> 3%

        • Repair Under Fire: Reset timer 1080s -> 900s

        • Survival Instincts: Added 4 sail DR

      • Tough Crew:

        • Bosons Starter: removed this skill

        • Fighting Spirit is now the first skill in this tree

        • Second Wind: Added this skill, the second skill in this tree. Passive, adds +1 boarding crew level and 25% crew regen.

        • Exploit Weakness: Crew damage 10% -> 15%

        • Bloody Minds: Crew resist 40% -> 45%, defense 2 -> 3.

    • Boarders: The requirement that ship speed must be lower than 8 was showing up twice. One was for you and the other for your enemy. We clarified the one for your enemy so it doesn't look like the same requirement duplicated.

    • Tuned NPC ship combat. NPC ships now use skills appropriate to their career in all cases, and may favor different strategies based on their personality. Generally, they will be focused on attacking (damaging skills), escorting (buffing themselves and their allies), and disabling (debuffing their enemies). This will increase the challenge and variety of NPC ship battles.

    • Corrected the tooltip for Commendation awards. It's not just for the Navy anymore!

    Swashbuckling:


    • Increased player offense so you hit more often (because missing a lot is not FunTM). Increased player health also. In this way, fights should last about the same amount of time. As an example, a level 50 player now has about an 80% chance to hit (vs. about 67% previously) and has about 650 combined health (vs. about 550). Let us know how this feels.

    • Auto-face target is now a Preference you can set. If you set this while you have someone targeted, you'll need to un-target then re-target them in order to auto-face them. Best to set this before you go into battle. :)

    • We've created a new Brawling school. See the Brawling Trainer for details. We took Brawling away from the other schools and you'll have to respec as a result.

    • The Brawling Trainer requires players to be level 25 before learning to Brawl. This school is difficult to master and is best for group play. As such, we'd like players to have a reasonable grasp of AvCom before spec'ing this school.

    • Missions that give weapons as a reward now also offer Brawling weapons. In the case of Career mission rewards, we have added an Exchange Shop to the career mentors in the career clubhouses in capitals.

    • AvCom Tuning based on beta feedback:

      • Reduced the reset timer of all defense toggles 30s -> 15s.

      • Removed all traces of forced combos with targetRequirements. We now rely only on reset timers and implied combos (if target has X, do Y) to encourage skill progression. It was too difficult to hit-check multiple enemies to see if you could use your next skill, and the client detection made it impossible to make the skills dim/light up when appropriate.

      • First Aid/Surgeon:

        • Increased First Aid 1-5 from 25/50/75/100/125 to 50/75/125/150/200. First aid now overwrites Surgeon effects.

        • Increased Surgeon 1-3 from 25/50/75 to 50/75/125. Surgeon is now overwritten by First Aid effects.

        • Combat Medicine: Increased 25 -> 50, now removes bleeds. Fixed a bug that caused this skill to be interrupted when you move.

    • Florentine tuning:

      • Offense:

        • Florentine players do no lose initiative when they dodge.

        • Adrenaline stacks with Flowing Attacks.

        • Mark has a 6s reset timer, and applies Marked for 15s. Mark does 20% damage.

        • Momentum has a 60s reset timer, and gives +2/s initiative regen, with a burst of +4/s for 6s.

        • Precise Strike costs 10 initiative, has a 6s reset timer, does +60% damage, and no longer removes Marked.

        • Group Momentum costs 0 initiative, and has a 60s reset timer.

        • Rending Strike requires the target to be Marked, and does +40% damage.

        • Dual Fangs costs 30 initiative, requires the target to be Shaken and Weakened, does 20 damage for each effect, applies Marked for 15s, and does +40% damage.

        • Rising Strike costs 50 initiative, and does +80% damage.

      • Defense:

        • Reversal now also does 20 damage if the target has Battle Cry.

        • Replaced Hamstring with Disarm. Disarm does +40% damage, and puts Disabled on the target. Disabled is a stacking debuff: -5% offense, -5% damage. Disabled stacks up to three times.

        • Regain Footing costs 10 initiative, can now be used even when you're not off-balance, and will provide temporary immunity to off-balance

        • Second Wind heals 20% of your health, and 40% of your guard.

        • Corps-a-Corps does +60% damage and can only be used on Disabled targets.

        • Fluid Defense costs 30 initiative.

        • Untouchable is a toggle with a 20 max initiative cost. It gives +20% damage resistance, +20% dodge, and +20% parry.

      • Control:

        • Staggered does -1/s initiative regen, -1/s guard regen, and -25% movement speed.

        • Coup de Grace no longer removes Staggered.

        • Flashing Blades costs 10 initiative.

        • Group Resolve costs 10 initiative, can now be used even when you're not Weakened, and will provide temporary immunity to Weakened, and has a 30s cooldown.

        • Spinning Slice applies Disabled and costs 20 initiative.

        • Cyclone is only usable on a Disabled or Staggered target, costs 30 initiative, and has a 6s cooldown.

      • Black Powder:

        • Increased the ranged cooldown to 15s.

        • Point-Blank Shot does +40% damage.

        • Aim costs 10 initiative, gives +20 ranged accuracy, with a burst of +40.

        • Cross Shot no longer applies Staggered.

        • Gut Shot for some reason didn't do it's +40% damage, now it does.

        • Grenade is now on the Ranged cooldown.

        • Headshot now does +80% damage, and two random effects.

        • Rapid Shot costs 30 initiative, and resets the Ranged cooldown.

    • Dirty Fighting Tuning

      • Control:

        • Sudden Strike has a 90 degree arc.

        • Eviscerate applies Bleeding even if the target isn't stunned, and a larger Bleed if the target is stunned.

        • Flash Powder costs 10 initiative.

        • Cleave applies Bleeding (2/s, 15s) and costs 20 initiative.

        • Firm Grip should now provide immunity to Shaken.

        • Maelstrom has a 180 degree arc.

        • Bladestorm: Deep wounds 1/s 15s -> 2/s 15s

      • Defense:

        • Fortitude increases guard by 15%, and guard regen by 2/s.

        • Switched Crush the Weak and Brutal Strike, CtW comes first.

        • Brutal Strike applies Shaken, and has a 6s reset timer.

        • Crush the Weak is only usable on Shaken targets. It does 30 damage, adds a large amount of hate, and has a 6s reset timer.

        • Resolve should now provide immunity to Weakened.

        • Tough It Out heals 120 health over 6s.

        • Steady Strike now applies Focus (8s), a stacking buff. Focus gives +2% offense, +2% damage resistance, and stacks up to 5 times. This attack has a 6s cooldown.

        • Perfect Dodge gives +50% dodge, and +5/s guard regen for 10s.

        • Unbreakable is now a toggle, and costs 20 max initiative. It gives +20% damage resistance, +20% dodge, and +20% parry.

      • Offense:

        • Intensity costs 10 initiative.

        • Stance: Berserk costs 10 max initiative.

        • Group Intensity costs 20 initiative.

        • Seize Opening only works on Off-Balance targets, and has a 6s cooldown.

        • Twist the Blade only works on Bleeding targets, and has a 6s cooldown. It applies gushing, a stacking bleed, and does +40% damage.

        • Overwhelm costs 50 initiative, and does +80% damage.

    • Fencing Tuning

      • Control:

        • Redoublement only works on Blinded targets.

        • Appel costs 10 initiative.

        • Heart Thrust has a 270 degree arc, does +20% damage, and costs 20 initiative.

        • Group Regain Footing should now provide immunity to Off-Balance.

        • Slash costs 20 initiative.

        • Lightning Thrusts now applies Devastate if the target has Blinded and Heart Thrust. Devastate reduces the target's maximum guard regen by 15%. This skill costs 30 initiative, and does +40% damage.

      • Defense:

        • Switched Moulinet and Stop Thrust.

        • Moulinet applies Weakened.

        • Stop Thrust can only be used on Weakened targets, adds additional hate, and 15 damage.

        • En Guard should now provide immunity from Shaken.

        • Recover Guard now recovers 120 guard over 10s

        • Ballestra Lunge can only be used on Weakened targets, and does +30% damage.

        • Wall of Steel is now a toggle, costs 20 max initiative, grants +30% damage resistance, and +30% parry.

      • Offense:

        • Gash costs 20 initiative, does +20% damage, and has a 6s reset time.

        • Precision costs 10 initiative.

        • Stance: Offensive is now a toggle, and costs 10 max initiative.

        • Group Precision costs 20 initiative.

        • Lunge is only usable on Bleeding targets, costs 30 initiative, and does 40% damage. Removed Broken Defense, added Marked.

        • Bladework costs 30 initiative, does 40% damage and adds Broken Defense.

        • Trompement costs 50 initiative, and does +80% damage.

    • Fixed a bug where using a grenade on someone with stun immunity gave them the blood slash effect.

    • We've added exchange shops for the level 50 career reward weapons. Since we forced you to respec, you may no longer need the weapon you had and can now exchange it for one appropriate to your current combat school.

    • We've tweaked the way we decide who to send you when you call a wave in Boarding combat. In this way, you should be less likely to receive all pistoliers in a wave (which is almost never what you'd want); your more likely to get a better balanced variety of allies. It's kinda subtle - you may not notice.

    • Tuned NPC avatar combat. While we were adding new NPC swashbuckling archetypes for Brawling (such as Boxers), we updated and improved archetypes for other schools also.

      • Defenders: No longer use preparatory attacks (they actually do damage now!)

      • Damager Flurry: Added a new mechanic, Flurry - for every successful attack, the damager reduces their global cooldown by 1 second. If they are dodged or parried they lose this buff. The buff caps at 3 stacks. They have -5% damage and +25% offense.

      • Grunts and buffs: In general, activating a buff for grunts will not trigger a global cooldown, but will take them the execution time of the skill. This will slow down their next attack by a second, but not 5 seconds. As a general rule, grunts should at least use a strike every 5 seconds now.

      • Navy:

        • Supporter Commanding: The Bravery skill lasts 8s and no longer triggers a global cooldown.

        • Musketeer: The firing squad skill no longer triggers a global cooldown. The volley fire skill was not modified, but now that they have the global cooldown to use it, musketeers in groups will actually volley fire. (Volley fire is a 50% bonus damage shot that can be used every other attack.)

      • General: This faction represents the Privateer boarding crew, and was previously very uninteresting. We've changed them around to use primarily the Weakened and Shaken debuffs as their survivability mechanic, and they have gained a new archetype (Boxer) that makes them the only faction with a grunt that can apply bruised. Because they do not have a combo attack chain, but are generally debuffing to augment their low survivability, the feel of this faction is fairly fast and loose.

        • Supporter Harrying: Has a new skill, Warning Shout. Buffs all nearby allies dodge by 20% (5s). Also has an attack that applies Shaken (8s).

        • Defender Distracting: The only truly defensive archetype in the faction, applies the impaired effect (5s) which is the factions only snare.

        • Brawler Boxing: Uses the standard brawler boxing chain to bruise twice, and then finish for bonus damage and apply blind. Deals +15% damage on the second strike and +30% damage on the third.

        • Pistolier: Applies the Shaken debuff (8s). They lack other debuffing shots, but have a damage shot that deals normal grunt damage. If engaged at close range will strike with both weapons and apply a bleed for 10 damage over 5 seconds.

        • Brute Tough-Nasty: Now applies the Weakened Effect (8s).

      • Trade: This faction represents the Freetrader boarding crew, and was also very uninteresting. Their primary debuffs are now Marked and Staggered, though they have a broader than average debuff spectrum and suffer a bit on damage output to compensate. There is a damage combo chain between the support archetypes and the Damager Opportunistic with the mark debuff which gives the faction some inter dependence.

        • Supporter Harrying: Has a new skill, Double Bluff - debuffs all nearby enemies damage by 20% (6s). This has a downside of buffing their dodge and parry by 10% each. Also has an attack that applies Marked (8s).

        • Defender Distracting: Applies the impaired effect (5s). Uses a strike which stacks the Disabled Effect. Because this attack only comes every 10 seconds however, it is unlikely that a single grunt will stack it to 3.

        • Damager Opportunistic: Has a +30% finisher gated on the Marked debuff, applies a 10 damage bleed over 5 seconds. When reduced below 35% health, uses the self-preservation skill. Dodges incoming attacks and recovers 30 guard over 6 seconds, but reduces damage done by 20%.

        • Brawler Acrobatic: Standard Acrobat, applies staggered in a 90 degree arc. Does +30% damage on their single target strike.

        • Pistolier: Applies the Marked debuff (8s). Also applies the Staggered debuff (8s).

      • Smuggler: This faction will hopefully represent the Buccaneer boarding crew. Their primary debuffs are now Shaken and Off Balance; their new brawler also applies Blind in a wide arc. They have two combo chains based on Off Balance with the Supporter and Pistolier supplying the debuff and the Damager and Brute finishing
  • PyrostasisPyrostasis Member UncommonPosts: 2,293

    Havent played it since release, so a lot of this is greek to me, but I really like the idea behind the governors.

  • JetrpgJetrpg Member UncommonPosts: 2,347

    This is a massive change gonna sub thursady.

     

    THank you.

    "Society in every state is a blessing, but government even in its best state is but a necessary evil; in its worst state an intolerable one ..." - Thomas Paine

  • Trident9259Trident9259 Member UncommonPosts: 860

    this game delivers. 

  • TookyGTookyG Warhammer Online CorrespondentMember UncommonPosts: 1,115

    Haven't played since beta. I guess this is as good a time as any to download the trial.

    Until you cancel your subscription, you are only helping to continue the cycle of mediocrity.

  • thecrapthecrap Member Posts: 433

    Meeeh! Ill wait for UWO instead. this game is to boring and the last exp ruined it for me permanently

  • thecrapthecrap Member Posts: 433

    LOL! and the game is filled with gold sellers too. I love the seedy athmosphere oh so noir

  • AsheramAsheram Member EpicPosts: 5,071

    Originally posted by thecrap

    LOL! and the game is filled with gold sellers too. I love the seedy athmosphere oh so noir

     lol are they ninja gold sellers? Because I just finished the 2 week trial and I didnt see a single one.

  • maccajnrmaccajnr Member UncommonPosts: 84

    Is PotBS worth trying?

    I like pirate games. I've tried already VCO (too much inbalance coming from $$ cash shop), and UWO (from what I've seen, the combat looks too basic).

    So I'm wondering if it's worth stepping into PotBS. As if any time is good, it's after a major patch/upgrade.

  • SuraknarSuraknar Member UncommonPosts: 852

    POTBS is going F2P this fall, so everyone will get the opportunity to try it.

    It does have one of the best Combat systems for Sailing Ships there is, if not The best.

    - Duke Suraknar -
    Order of the Silver Star, OSS

    ESKA, Playing MMORPG's since Ultima Online 1997 - Order of the Silver Serpent, Atlantic Shard
  • Ice_HoleIce_Hole Member Posts: 22

    Originally posted by maccajnr



    Is PotBS worth trying?

    I like pirate games. I've tried already VCO (too much inbalance coming from $$ cash shop), and UWO (from what I've seen, the combat looks too basic).

    So I'm wondering if it's worth stepping into PotBS. As if any time is good, it's after a major patch/upgrade.


     

     

    The ship combat is hands down one of the best mechanics as far as sailing is concerned I have ever played.  Fairly realistic but not overly so (aka, they made it fun).  It does take some practice, to get sailing down properly tho, and getting your ability to sail as a group with other people down (PvE isn't hard, but PvP can be interesting, as tactics come into play.)

    I would say to check it out.  The sailing mechanic has a lot of people hooked on the game.  The other points are the game are rather weak in comparison.  But for most the sailing mechanic more than makes up for it.

     

     - Ice_Hole

  • thecrapthecrap Member Posts: 433

    Originally posted by Asheram

    Originally posted by thecrap

    LOL! and the game is filled with gold sellers too. I love the seedy athmosphere oh so noir

     lol are they ninja gold sellers? Because I just finished the 2 week trial and I didnt see a single one.

    Maybe you were half asleep while playing

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