PATCH: Nov. 8 – Ship Patch, Shiver Me Timbers!

Ship Deeds and Placement

  • Players cannot launch a ship in any manner if a ship of theirs (same Account/IP) has been sunk in the last 5 minutes
  • Ship Deeds in player backpacks are treated as Blessed if the player has Recalled/Gated/Hiked in the last 30 seconds
  • Ships cannot be launched from Ship Deeds in player backpacks if the player has Recalled/Gated/Hiked in the last 3 minutes
  • Ships cannot be launched from Dockmasters if the player has Recalled/Gated/Hiked in the last 3 minutes, unless the Dockmaster is at a house they are the Owner of (same account or IP Address as owner)

General Damage Scaling

  • All damage from Players and Tamed/Summoned Creatures towards ALL other players and all creatures on other ships (i.e. not the same ship) has been reduced by 50%
  • All damage from Crewmembers belonging to player ships towards other creatures on other ships (i.e. not the same ship) has been increased by 50%

NPC Ships

  • NPC ships have been rebalanced to be somewhat more difficult: some ships have more crew, while others have stronger crew than before
  • NPC ships will now have random passive bonus upgrades installed which will result in more randomized combat stats
  • Paragon Ships will now only increase the ships’s Hull/Sail/Gun Hit Points by 50% (previously was 100%)

Poison Damage

  • Poison Damage caused by Players and Tamed/Summoned Creatures towards ALL other players and creatures on other ships (i.e. not the same ship) has been reduced by 50% (this is in addition to any other scaling that occurs)

Fighting Party
The Fighting Party capacity of ships is now as follows:

  • Small/Small Dragon: 2 Characters
  • Medium/Medium Dragonship: 2 Characters
  • Large/Large Dragon: 2 Characters
  • Carrack: 3 Characters
  • Galleon: 3 Characters (previously was 4)

Boarding

  • Fixed an issue that was causing Boarding Attempts to not use their intended cooldowns
  • Ships can now only make Boarding Attempts every 20 seconds

Embark / Disembark PvP Restriction

  • Players who Embark, Disembark, or Dock from a ship are prevented from initiating any harmful actions against Innocent (Blue) targets on land for 30 seconds (they can defend themselves as normal, however)

Docking

  • Ships must now be stationary for 5 seconds in order to Dock (previously was 10 seconds)
  • Ships that have recently been in combat (within last 60 seconds) must now be stationary for 10 seconds in order to Dock (previously was 30 seconds)

Ship Bombs

  • Players may no longer activate Ship Bombs on Friendly ships

Aspect Experience

  • Aspect Experience while on a ship no longer has a 50% penalty

Ocean Bosses

  • Natural Ocean Mini-Boss spawns will now occur every 6-12 hours (previously was every 12-24 hours)
  • Natural Ocean Boss spawns will now occur every 12-24 hours (previously was every 24-48 hours)
  • Natural Ocean Boss spawns will now always be treated as Contested: they will be announced serverwide and will have a Random Mastery Chain Link and Corrupted Link as loot

Doubloon Costs

Registration

  • The cost to register Carracks is now 125,000 Doubloons (previously was 250,000)
  • The cost to register Galleons is now 250,000 Doubloons (previously was 1,000,000)

Upgrade Cost Modifiers

  • The Upgrade Cost Multiplier of Large Ships is now 3x (previously was 5x)
  • The Upgrade Cost Multiplier of Carracks is now 4x (previously was 10x)
  • The Upgrade Cost Multiplier of Galleons is now 5x (previously was 20x)

Upgrade Costs

  • Base Theme Upgrade Cost is now 2500 (previously was 4000)
  • Base Paint Upgrade Cost is now 2500 (previously was 4000)
  • Base Cannon Metal Upgrade Cost is now 2500 (previously was 4000)
  • Base Lesser Ability Upgrade Cost is now 2500 (previously was 3000)
  • Base Regular Ability Upgrade Cost is now 2500 (previously was 3000)
  • Base Greater Ability Upgrade Cost is now 2500 (previously was 3000)
  • Base Special Item Upgrade Cost is now 2500 (previously was 2000)
  • Base Crew Item Upgrade Cost is now 2500 (previously was 2000)
  • Base Outfitting Upgrade Cost is 5000 (same as before)

Crewmembers Costs

  • Base Novice Crewmember Cost is now 600 (previously was 500)
  • Base Adept Crewmember Cost is now 700 (previously was 750)
  • Base Veteran Crewmember Cost is now 800 (previously was 1000)
  • Base Expert Crewmember Cost is now 900 (previously was 1250)
  • Base Master Crewmember Cost is now 1000 (previously was 1500)

New Total Doubloon Value
The Total Doubloon Value of all existing player ships have been recalcuated based on the changes to Registration Costs, Base Upgrade Costs, Upgrade Modifiers, and Crewmember Costs

For any players who have ships that now have a lower Total Doubloon Value then before due to the rebalance, they will be have the difference between the two amounts added to their Salvage Credits (which gets used to pay Recovery Fees for ships after sinking)

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Civilian / Pirate Flagging

  • Ships will no longer have a Civilian / Pirate Flagging associated with them
  • The previous 25% reduction to Doubloons Earned and Special/Rare Loot Chances that was attached with being Civilian Flagged has been removed

Ransoming

  • The Ransom mechanic has been removed, and players can no longer lose installed Ship Upgrades to other players

Ship Sinking

  • When player ships Sink, the Captain of the ship will immediately receive 80% of the Total Doubloon Value of the ship deposited into their Bank Box (previously was 75%)
  • 10% of the Total Doubloon Value of the ship being sunk will be distributed to the Ship Holds of any Enemy Player Ship(s) that damaged them, with amounts scaled based on how damage each Enemy Player Ship dealt (same handling as before)
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  • There is a 1% chance for each Ship Upgrade and Crewmember Installed in the ship that they will be removed from the ship and sent to the Salvage System for the ship’s Captain as “Wayward Salvage”
  • The Ship Deed itself is then immediately sent to the Salvage System with all remaining Upgrades and Crewmembers still installed (there is no longer a 30 minute delay for a Ship or items to appear in the Salvage System)
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Salvage Foreman

  • Players can access the Salvage System by saying “Salvage”, “Recover”, or “Buy” near any Salvage Foreman, which can be found at all town Docks
  • Players can also shift-click a Salvage Foreman and select Salvage from the context menu to open the Salvage System
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Salvage Credits
Players can acquire Salvage Credits by dragging and dropping unwanted Crewmember Contracts onto Salvage Foreman NPCs

Acquiring Salvage Credit
Players receive Salvage Credits based on the following Rank of the Crewmember Contract dropped:

  • Novice: 100 Salvage Credits
  • Adept: 250 Salvage Credits
  • Veteran: 500 Salvage Credits
  • Expert: 1000 Salvage Credits
  • Master: 2000 Salvage Credits

Ship Salvage Menu

  • Items sent to the Salvage System now have 30 days to be recovered before being permanently deleted (previously was 14 days before deletion)
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Recovering Ships

  • In order to Recover a Ship Deed, players must now first pay a Recovery Fee that is equal to the Total Doubloon Value of the ship (i.e. the ship’s Registration Cost + Cost of Installed Upgrades + Cost of Installed Crewmembers)
  • Paying the Recovery Fee will automatically re-register the ship and re-install all Upgrades and Crewmembers for the ship
  • Pressing the Large Diamond button will attempt to pay the listed amount in Doubloons from the player’s Bank Box
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  • If the player has Salvage Credits available, the Recovery Fee will be withdrawn from available Salvage Credits first, and then the remaining Doubloon amount will be withdrawn from the player’s Bank Box
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  • Once a player has paid the Recovery Fee for the ship, “Available” will be displayed in Green text and “Move” options for the deed will become available
  • Clicking “Move to Bank Box” will move the Ship Deed to the player’s Bank Box
  • Clicking “Move to Backpack” will move the Ship Deed to the player’s Backpack
  • Clicking “Move to Dockmaster” will insert the Ship Deed into the Dockmaster system (can be retrieved from any Dockmaster worldwide)
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  • Clicking the Small Orb button for a ship will launch the Ship Menu for that ship (for previewing purposes) but will not allow the player to make any changes to that ship
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Recovering Wayward Ship Upgrades and Crewmembers

  • When a ship sinks, there is a 1% chance that each installed Ship Upgrade and Crewmember will be removed from the Ship Deed and sent to the Ship Salvage System as Wayward Salvage for the ship’s Captain
  • While there is no cost to recover any Wayward Ship Upgrades and Crewmembers sent to the Salvage System in this manner, there is however a default 7 day delay that must pass before the item becomes Available for the player to be able to recover them (this delay is displayed in Pink text)
  • Once 7 days have passed, any Wayward Salvage will automatically become Available to recover as normal
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Expedite Wayward Salvage

  • If players wish to make Wayward Upgrades or Crewmembers immediately Available for recovery, they can choose to Expedite recovery of the item
  • Expediting a Wayward Ship Upgrade requires the player to consume (delete) a Ship Upgrade of any type in their backpack
  • Expediting a Wayward Crewmember requires the player to consume (delete) a Crewmember Contract of equal or higher rank (of any profession) than the Wayward Crewmember in their backpack
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  • Clicking the Large Diamond Expedite button will prompt the player with a cursor allowing them to target which item they wish to consume (delete) to resolve the Expedite action for the Wayward item
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  • If a player Expedites a Wayward item, it will become immediately Available to recover
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  • Clicking the Small Orb button next to a Ship Upgrade or Crewmember will launch a Preview Menu of that item
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Looting Ship Upgrades and Crewmember Contracts

  • Ship Upgrades and Crewmember Contracts will no longer appear as physical loot in Ship Holds, Boss Creature Corpses, or Salvage Crates (MIBs)
  • Instead, Ship Upgrades and Crewmember Contracts will still occur from those same systems, but will automatically be attached to player ships as “Pending Salvage” that cannot be accessed until the ship Docks
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  • Players can see how many Ship Upgrades and Crewmember Contracts their ship is currently holding as Pending Salvage in the upper right corner of the Ship Overview Menu
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  • Docking a Ship will move all Pending Salvage items over to the Salvage System for the Ship’s Captain
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  • Ship Upgrades and Crewmember Contracts added to the Salvage System from offloading Pending Salvage can be retrieved immediately
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PvM Pending Salvage

MIBs / Salvage Crates

  • When a player completes a MIB and recovers a Salvage Crate, any Ship Upgrades or Crewmember Contracts that would have normally been inside the Salvage Crate will now be assigned to the Player’s Ship as Pending Salvage

NPC Ships

  • When an NPC Ship’s Hold Unlocks (due to all crew being killed), any Ship Upgrades or Crewmember Contracts that would have normally been in the NPC Ship’s Hold will now each be randomly assigned to the Pending Salvage of Player Ships that damaged the NPC Ship, with chances for each item scaled based on how much Damage (Hull/Sail/Guns) that Player Ship inflicted on the NPC Ship

Ocean Mini-Bosses/Bosses

  • When an Ocean Mini-Boss/Boss is killed, any Ship Upgrades or Crewmember Contracts that would have normally been on the creature’s corpse will now randomly be assigned to the Pending Salvage of Player Ships that damaged the creature, with chances for each item scaled based on how much Damage the players/creatures/crew on that ship inflicted on the creature (including cannon damage)

PvP and Pending Salvage

  • If an enemy player sinks another player ship that is currently holding Pending Salvage, all of the Pending Salvage on the sinking ship will immediately be transfered to the enemy ship’s Pending Salvage
  • If multiple enemy players sink a player ship that is holding Pending Salvage, each Ship Upgrade and Crewmember Contract will randomly be distributed amongst the enemy ships with chances scaled based on how much damage each enemy ship dealt to the target ship

Yielding Salvage

  • Players can transfer all of their current Pending Salvage on their ship to another player ship within 6 tiles by clicking the Yield Salvage button in the Ship Overview Menu and targetting that player ship
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  • Yielding Salvage to another player ship will display overhead text on both ship’s Tillerman and Holds indicating the transfer of the salvage, and each player on the target ship will also be notified via system message of the event
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  • If a player attempts to Yield Salvage while their ship currently has no Pending Salvage, the Tillerman and ship Hold will announce that they are not carrying any (this may become useful when enemy players “demand” surrender of salvage, and players can use this mechanic to offer proof to them that they are not currently holding any)
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Ocean Loot

  • Ship Crewmember Contracts that occur as Pending Salvage will now begin at Veteran Rank (Rank 3) instead of Adept Rank (Rank 2)

Ship Ramming

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Ram Requirements
Players may attempt to Ram another Player Ship if the following is valid:

  • The ramming ship has been stationary for at least 5 seconds
  • The ramming ship hasn’t rammed another ship in the last 10 seconds
  • The ramming ship is unable to move in 6 or more directions

Ram Damage
Player Ship vs Player Ship

  • Will inflict Hull Damage on the target ship equal to 30% of the target ship’s Max Hull Hit Points
  • The ramming ship will suffer Hull Damage equal to 5% of their own Max Hull Hit Points

NPC Ships vs Player Ships

  • An NPC ship will automatically attempt to ram a player ship if they become stuck next to them (99% of the time this is players purposefully causing this)
  • The NPC Ship will inflict Hull Damage on the player ship equal to 20% of the player ship’s Max Hull Hit Points
  • The NPC Ship will suffer Hull Damage equal to 5% of their own Max Hull Hit Points

Ship Speeds

Base Speeds
Base Ship Speeds have been adjusted as follows:

  • Small Ship: 6.25 Tiles/sec (previously was 6.667 t/s)
  • Medium Ship: 5.556 Tiles/sec (previously was 5.714 t/s)
  • Large Ship: 5 Tiles/sec (same as before)
  • Carrack: 4.545 Tiles/sec (previously was 4.444 t/s)
  • Galleon: 4.167 Tiles/sec (previously was 4.0 t/s)

Speed Caps

  • All ships now have a Forward Speed Cap of 6.5 Tiles/sec
  • All ships now have a Strafe/Reverse Speed Cap of 3.25 Tiles/sec
  • Activated ship abilities that increase a ship’s speed (such as Beat to Quarters) will allow a ship to temporarily exceed their Speed Cap, but will still use the ship’s Speed Cap as the baseline starting point before bonuses (i.e. 8.0 Tiles/sec * 1.15x speed = 9.2 Tiles/sec)
  • If a ship is over the Speed Cap, the “Stats” page of the Ship Menu will display an “*” next to the Speed value and display the numbers in Red text
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Conceptually, this change will set a new ceiling for ship speeds in PvP, which should be more balanced for players across the board

Additionally, it may also encourage more diversity of ships in PvP, as players running Small/Medium/Large ships will potentially hit the Speed Cap more easily and then have to make decisions on diversifying their spread of Upgrades/Crew, or alternatively now consider running a Carrack/Galleon instead

Crewmembers

  • The Begging Skill “Motivation” mechanic will now simply increase Crewmember Damage by (25% * (Begging Skill / 100)) for 5 minutes [no longer impacts Wrestling Skill]
  • The Cook “Food Ration” ability is now as follows: “Every 30-60 seconds in combat will randomly provide a 25% Damage bonus to a random Crewmember for 30 seconds” [No Longer Impacts Wrestling Skill]

Ship Repairing

  • When players do a Repair actions, it will now say overhead which specific location is being repaired, such as “*Repairing Hull*” or “*Repairing Sails*”
  • Fixed a display issue for the Sails health bar in the Ship Repair menu
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Ship Stats

Crew Breach

  • The Crew Wrestling Bonus stat for Ships, Ship Upgrades, and Crewmembers has now been replaced with a new stat called “Crew Breach”
  • Whenever a crewmember belonging to a player ship makes a Melee Attack against another creature, they have a “Crew Breach” % chance to ignore the target’s Armor or Magic Resist
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Upgrade and Ability Adjustments
Ship Upgrades for Outfitting, Special Item, and Crew Item have been updated, with changes listed in Red text in the spreadsheet below:

https://docs.google.com/spreadsheets/d/181VLnmwXLSb9I0NKGauPzew23o1oz0zBkTtjyGovQmo/edit#gid=1546119947

Stat Abbreviations in the spreadsheet and below are as follows:

Hull: Max Hull Points
Sail: Max Sail Points
Guns: Max Gun Poins
Spd: Movement Speed Bonus
Acc: Cannon Accuracy Bonus
Dmg: Cannon Damage Bonus
Rld: Reload Speed Increase
Hld: Hold Capacity Increase
Lsr: Lesser Ability Cooldown Reduction
Reg: Regular Ability Cooldown Reduction
Grt: Greater Ability Cooldown Reduction
Rpr: Repair Cooldown Reduction
HuRp: Hull Repair Bonus
SaRp: Sail Repair Bonus
GuRp: Gun Repair Bonus
Brd: Boarding Success Chance Bonus
Dbl: Doubloons Earned Bonus
Hlt: Crew Health Bonus
Brch: Crew Breach Bonus
Dmg: Crew Damage Bonus
Fsh: Effective Fishing Bonus
Spy: Spyglass Effectiveness Increase
Wake: Wake Scalar Bonus

Any bonuses listed are considered to be beneficial amounts (there are no longer any “negative” amounts for any stat upgrades)

Outfitting Upgrade Changes

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Special Item Upgrade Changes

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Crew Item Upgrade Changes

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Lesser Ability Changes

Luck
New Description: 
[No Cannon Cooldown] Increases accuracy of normal cannonfire by 20% and decreases the chance to be hit by opposing cannonfire by 20% for the next 30 seconds

Old Description: [No Cannon Cooldown] Increases accuracy of normal cannonfire by 15% and decreases the chance to be hit by opposing cannonfire by 15% for the next 30 seconds

Hold Fast
New Description: 
[No Cannon Cooldown] Reduces damage taken by crewmembers by 66% for the next 30 seconds

Old Description: [No Cannon Cooldown] Reduces damage taken by crewmembers by 25% for the next 30 seconds

Swift Reload
New Description: 
[No Cannon Cooldown] Reduces current reloading cooldown to 0 seconds and reduces current regular ability cooldown by 15 seconds

Old Description: [No Cannon Cooldown] Reduces current reloading cooldown to 0 seconds

Arcane Shot
New Description: 
Fires 6 volleys at +50% accuracy with scatter radius 1 and damage radius 1. Successful hits deal damage to all ship locations (33% of base damage to Hull, 33% of base damage to Sails, 33% of base damage to to Guns) and 66% of base damage to creatures and players, which ignores armor

Old Description: Fires 6 volleys at +50% accuracy with scatter radius 1 and damage radius 1. Successful hits deal damage to all ship locations (25% of base damage to Hull, 25% of base damage to Sails, 25% of base damage to to Guns) and 50% of base damage to creatures and players, which ignores armor

Mortar Fire
New Description: 
Fires 3 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (100% of base damage to Hull, 100% of base damage to Sails, 100% of base damage to to Guns) and 100% of base damage to creatures and players

Old Description: Fires 3 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (75% of base damage to Hull, 75% of base damage to Sails, 75% of base damage to to Guns) and 100% of base damage to creatures and players

Smokeshot
New Description: 
Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (66% of base damage to Hull, 66% of base damage to Sails, 66% of base damage to to Guns) and 66% of base damage to creatures and players. Reduces target ship’s cannon accuracy by 50% for 15 seconds

Old Description: Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (50% of base damage to Hull, 50% of base damage to Sails, 50% of base damage to to Guns) and 50% of base damage to creatures and players. Reduces target ship’s cannon accuracy by 50% for 15 seconds

Powder Mishap
Will be redesigned

Sea Change
Will be redesigned

Depth Charge
New Description: 
For each cannon your ship has per side, deploys 1 depth charge, which are placed behind the tillerman. Any ship moving over a depth charge will detonate it and take 250 Hull damage. Depth charges last 60 seconds

Old Description: For each cannon your ship has per side, deploys 1 depth charge, which are placed behind the tillerman. Any ship moving over a depth charge will detonate it and take 150 Hull damage. Depth charges last 60 seconds

Regular Ability Changes

Special Powderkeg
New Description: 
[No Cannon Cooldown] Increases damage of normal cannon fire by 35% for the next 60 seconds

Old Description: [No Cannon Cooldown] Increases damage of normal cannon fire by 25% for the next 60 seconds

Boarding Pikes
New Description: 
[No Cannon Cooldown] Prevents enemy boarding for the next 45 seconds

Old Description: [No Cannon Cooldown] Prevents enemy boarding for the next 30 seconds

Expedite Repairs
New Description: 
[No Cannon Cooldown] Reduces current cooldown on repairs to 0 seconds

Old Description: [No Cannon Cooldown] Reduces current cooldown on repairs immediately by 60 seconds

Grapeshot Ammunition
New Description: 
Fires 12 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (15% of base damage to Hull, 15% of base damage to Sails, 15% of base damage to to Guns) and 66% of base damage to creatures and players

Old Description: Fires 12 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (12.5% of base damage to Hull, 12.5% of base damage to Sails, 12.5% of base damage to to Guns) and 50% of base damage to creatures and players

Flameshot
New Description: 
Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (33% of base damage to Hull, 33% of base damage to Sails, 33% of base damage to to Guns) and 66% of base damage to creatures and players. Can create several flame pillars which deal 2-3 Hull damage and 3-5 player damage per second for 30 seconds

Old Description: Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (25% of base damage to Hull, 25% of base damage to Sails, 25% of base damage to to Guns) and 50% of base damage to creatures and players. Can create several flame pillars which deal 2 Hull damage and 3-5 player damage per second for 30 seconds

Heatseeker Ammunition
New Description: 
Fires 3 volleys at +75% accuracy with scatter radius 1 and damage radius 1. Successful hits deal damage to all ship locations (66% of base damage to Hull, 66% of base damage to Sails, 66% of base damage to to Guns) and 66% of base damage to creatures and players

Old Description: Fires 3 volleys at +75% accuracy with scatter radius 1 and damage radius 1. Successful hits deal damage to all ship locations (50% of base damage to Hull, 50% of base damage to Sails, 50% of base damage to to Guns) and 50% of base damage to creatures and players

Toxic Ammunition
New Description: 
Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (33% of base damage to Hull, 33% of base damage to Sails, 33% of base damage to to Guns) and 125% of base damage to creatures and players. Any creature or player hit will also be inflicted with Deadly Poison

Old Description: Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (25% of base damage to Hull, 25% of base damage to Sails, 25% of base damage to to Guns) and 75% of base damage to creatures and players. Any creature or player hit will also be inflicted with Deadly Poison

Grenades
New Description: 
Targets nearest other ship within 25 tiles. Each crewmember on board throws a grenade at target ship that deals 100-200 Hull damage and 50 damage to targets within 2 tiles

Old Description: Targets nearest other ship within 25 tiles. Each crewmember on board throws a grenade at target ship that deals 100 Hull damage and 50 damage to targets within 2 tiles

Razorwire
New Description: 
[No Cannon Cooldown] For next 180 seconds, anyone boarding this ship takes 50% of their total hit points as Bleed damage over 15 seconds (ability cannot be stacked)

Old Description: [No Cannon Cooldown] For next 180 seconds, anyone boarding this ship takes 33% of their total hit points as Bleed damage over 15 seconds (ability cannot be stacked)

Bad Rations
New Description: 
[No Cannon Cooldown] Targets nearest other ship within 25 tiles. Reduces Accuracy and Defense of all targets on ship by 33% for 30 seconds (ability cannot be stacked)

Old Description: [No Cannon Cooldown] Targets nearest other ship within 25 tiles. Reduces Accuracy and Defense of all targets on ship by 15% for 30 seconds (ability cannot be stacked)

Greater Ability Changes

Flak Cannons
New Description: 
Fires 6 volleys at +50% accuracy with scatter radius 4 and damage radius 2. Successful hits deal damage to all ship locations (50% of base damage to Hull, 50% of base damage to Sails, 50% of base damage to to Guns) and 50% of base damage to creatures and players

Old Description: Fires 6 volleys at +50% accuracy with scatter radius 4 and damage radius 2. Successful hits deal damage to all ship locations (25% of base damage to Hull, 25% of base damage to Sails, 25% of base damage to to Guns) and 25% of base damage to creatures and players

Brimstone
New Description: 
Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (66% of base damage to Hull, 66% of base damage to Sails, 66% of base damage to to Guns) and 66% of base damage to creatures and players. Can create several flame pillars which deal 3-4 Hull damage and 5-10 player damage per second for 30 seconds

Old Description: Fires 6 volleys with scatter radius 3 and damage radius 1. Successful hits deal damage to all ship locations (50% of base damage to Hull, 50% of base damage to Sails, 50% of base damage to to Guns) and 75% of base damage to creatures and players. Can create several flame pillars which deal 3 Hull damage and 5-10 player damage per second for 30 seconds

Venom Barrage
New Description: 
Fires 3 volleys with scatter radius 3 and damage radius 2. Successful hits deal damage to all ship locations (66% of base damage to Hull, 66% of base damage to Sails, 66% of base damage to to Guns) and 150% of base damage to creatures and players. Any creature or player hit will be inflicted with Lethal Poison

Old Description: Fires 3 volleys with scatter radius 3 and damage radius 2. Successful hits deal damage to all ship locations (50% of base damage to Hull, 50% of base damage to Sails, 50% of base damage to to Guns) and 125% of base damage to creatures and players. Any creature or player hit will be inflicted with Lethal Poison

TEST SHARD

  • Players can now use the Ship Editor on the TEST Shard to create maximized stat Ship Deeds of different ship types
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  • The Ship Editor on the Test Shard now has a “Max Crew Loyalty” button which when clicked will set all Crewmember Contracts held in your backpack and Crewmembers installed in Ships in your backpack to Loyalty Level 10
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