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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 agentscan pledge influence to a player – even one outside the society – thatthey 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. After2 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 12×6lb -> 14×6lb, gundeck 22×12lb -> 24×12lb, added 1 Sail DR Heavy Capricieux: Accel 2.68 -> 2.5, turning decel 8.5 -> 9, broadside DR 6 -> 5, topdeck 12×6lb -> 14×6lb, 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 14×6lb -> 16×9lb, 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 24×12lb -> 26×12lb, topdeck 12×8lb -> 16×8lb, 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 12×8lb -> 16×8lb, target tracking 11 -> 12, broadside DR 6 -> 7, added 2 sail DR Heavy Hercules: Topdeck 12×9lb -> 16×9lb, 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 16×8lb -> 18×8lb, 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 22×8lb -> 20×8lb, 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 28×22lb -> 28×20lb, 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 8×4lb -> 10×6lb, 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 10×6lb -> 12×7lb, 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 16×8lb -> 14×7lb, gundeck 8×12lb -> 14×11lb, added 2 sail DR, added 5% sail bonus Defiant: OS Speed 54 -> 56, battle speed 16.4 -> 17, bow/stern DR 4 -> 5, topdeck 8×7lb -> 14×7lb, 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 8×6lb -> 14×7lb, added 4 sail DR Defiant Mastercraft: Level req 46 -> 50, crew 390 -> 405, OS speed 54 -> 56, battle speed 16.4 -> 17, topdeck 14×8lb -> 16×9lb, 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 4×6lb -> 6×6lb, gundeck 26×11lb -> 28×11lb, 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 4×6lb -> 6×6lb, gundeck 26×11lb -> 28×11lb, 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 6×7lb -> 10×7lb, 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 18×8lb -> 20×8lb, 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 18×8lb -> 20×8lb, 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 18×9lb -> 22×9lb, 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 18×6lb -> 18×7lb, 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 10×9lb -> 12×9lb, 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 12×9lb -> 14×9lb, 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 20×9lb -> 22×9lb, 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 20×8lb -> 22×8lb, 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 20×6lb -> 22×9lb, gundeck 20×12lb -> 22×13lb, 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 20×6lb -> 22×11lb, gundeck 20×12lb -> 22×16lb, added 4 accuracy, added 4 sail DR San Mateo Traders: Topdeck 20×6lb -> 22×9lb, gundeck 20×10lb -> 22×13lb, added 25% structure bonus, added 4 sail DR Couronne: Turning accel 3 -> 4, crew 425 -> 500, bow/stern DR 7 -> 8, topdeck 10×7lb -> 12×10lb, middledeck 18×12lb -> 22×13lb, gundeck 20×20lb -> 22×22lb, added 4 sail DR Couronne Mastercraft: Turning accel 3 -> 4, battle speed 16.5 -> 17, crew 425 -> 550, bow/stern DR 7 -> 8, topdeck 14×8lb -> 14×10lb, middledeck 26×12lb -> 24×14lb, gundeck 32×20lb -> 24×24lb, 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 10×6lb -> 12×7lb, gundeck 20×11lb -> 22×12lb, added 3 mast DR, added 15% reload bonus Gallant: Topdeck 10×7lb -> 14×7lb, added 3 mast DR Mercy: Topdeck 16×8lb -> 18×9lb, added 4 mast DR Reason: added 4 mast DR Macedon: Middledeck 18×11lb -> 18×12lb, 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 28×7lb -> 26×7lb, middledeck 28×12lb -> 26×12lb, gundeck 28×24lb -> 26×24lb, added 4 mast DR Red Devil: Added 2 mast DR Bloody Dagger: Battle speed 16.35 -> 15.9, topdeck 14×9lb -> 16×9lb, 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[]

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[]

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 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 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 on said debuff. This makes smugglers a fairly offensive faction, though their defender interrupting provides a bit of mitigation to their mix.

Supporter Harrying: Has an attack that applies Off Balance (8s). Defender Interrupting: Does the usual initiative drain. Also has a new skill, Flashing Blades – gains 50% parry for 4 seconds. Damager Opportunistic: Has a +50% damage finisher gated on the Off Balance debuff. Brawler Drunk: Has the modified Throw Sand skill which applies Blind (8s) to enemies within 8 yards. Pistolier: Applies the Off Balance debuff (8s). Also applies the Shaken debuff (8s). Brute Tough-Nasty: Has a finisher gated on the Off Balance debuff that applies a 20 (10 for lowbies) damage bleed over 5 seconds. Sword of David (rare drop from the Dread Saints missions): Decreased dodge/parry penalty from 20 to 15, removed the passive damage bonus, added 50% chance of getting “Courage of David” on hit (+20% damage, 10s duration, 30s reset). Supple Boots cost twice what they should. Fixed. Fixed a bug that prevented Kidd’s Favor from being used in combat. Mad Maginn’s Mezcal: Didn’t do what the tooltip said. Now the tooltip says what it really does (buffs initiative regen and melee accuracy).


Missions[]

For some factions, it was impossible to reach the highest reputation; for others, Celebrated reputation required an extensive and unintended grind. To address this issue, we have created daily missions for the Royal Society, the Acadie Nationale, the Spanish Inquisition, the Knights Templar, the Dutch West India Company, the British East India Company, the French Mississippi Company, and the Spanish House of Trade. Furthermore, we have added two high-level storylines, one for the Acadie Nationale and one for the Royal Society, to help players who have reached “Esteemed” with those factions make their way to Celebrated. We have added 4 new factions, dubbed the ‘Pirate Hunters’. These are the bureaucratic Board of Marque (England), the foppish Salon d’Aventure (France), the stalwart Corsarios del Rey (Spain) , and the brutal Men of War (Pirate). Each of these factions has storylines of their own, located throughout the Caribbean. Additionally, players may gain reputation with any Pirate Hunter faction by doing bounty missions for that nation’s Pirate Hunter. Missions for the Board of Marque are now available in Belize. Missions for the Salon d’Aventure are now available in Grenville. Missions for the Corsarios del Rey are now available in Villa Hermosa. Missions for the Men of War are now available in Cat Island. Missions for the Board of Marque are available in Georgetown, Belize, and Port Royal. Missions for the Salon d’Aventure are available in Grenville, Biloxi and Pointe-Pitre. Missions for the Corsarios del Rey are available in Villa Hermosa, Maracaibo and San Juan. Missions for the Men of War are now available in Cat Island, Golden Lake and Tortuga. Pirate Hunter bounty missions no longer require you to kill rare individuals. Instead, those rare pirates will drop items that you can take back to the Pirate Hunter for extra rewards. We’ve created faction shops where you can acquire rewards for reaching Trusted, Esteemed, and Celebrated with reputable factions. With all of the changes we’ve made to Avatar Combat and Ship Combat, existing characters may be feeling buyer’s remorse over their choice of mission rewards, particularly in career missions. Thanks to some excellent Beta Forum feedback, we’ve taken steps to remedy that issue by including exchange shops on the career mentors in each capitol city. You may trade old outfitting rewards for any of the rewards that were offered at the completion of that particular career mission. The Broadsheet Peddler had become inundated with headlines. He has been improved with filters, so now you may ask to see Headlines, Daily Extras, and Special Bulletins separately. You can also choose whether or not to filter by level, so if you’ve leveled past a mission arc, now you can still find it. Spanish Tutorial: The ship room was all bright and sunny but it was dusk in the fort room. Now they match better. Boarding Tutorial: The fort was floating. Forts shouldn’t float in midair. Fixed. Consolation Prize: Your ally was too weak and made the mission harder than it should have been. Fixed. Delivery Pains (and other missions that we call “overrun” missions): It used to be that shipNPCs stopped moving when there were no players in the room. Now, they’ll keep coming and potentially even send landing parties into the fort. Black Heart, Black Powder: Corrected a graphical issue with the fort. Bey’s Retreat: Corbaji’s treasure chest could be clicked on repeatedly and it wasn’t obvious you had already received loot the first time. Fixed. Guards and Wards: Added icons to make it easier to tell which is the red, gold, or green beach. High Camp: Sometimes you arrived with your face in a pulley. Fixed. Of Necessity: Rodolph Sicot was suffering some gender confusion. Corrected. Why Make What You Can Take: Dominga De La Garza wasn’t fighting. Now she does. Honest Wages: You should now start facing your enemy instead of having your back to them. Chain of Command: There were no lamps on the table and yet an argument ensued about how many lamps there were. Fixed. Now they’re arguing about how many candles are on the table. Escape from the Island of the Monkeys: Delilah Purcell was harder to find than she should have been. We’ve clarified the Destination text. Stitch in Time and My Hero: We’ve added info on where to find Alvin Humphreys to the Destination text. A Fort Too Far: Grounded the fort. Forts should not hover in the air. Standing Stone: Zoe Franche was harder to find than she should have been. Now it’s easier to figure out where to go to turn the mission in. Burdens of Command: The Corsarios del Rey have established their headquarters where this mission used to take place so this mission has been moved to a different door in San Juan. Can You Dig It?: We added a shovel brawling weapon. If you’d completed that mission already and received the shovels appropriate for the other schools, you would miss out on this one so we added a rule to give you this one on login if appropriate. Pit Fight: Tweaked the enemies a bit. We had a number of missions where you still had to sail to the escape point (or worse, convince NPCs to do so) even after you’d killed every enemy. When there are no enemies, that sailing to the escape point bit is pretty darn boring. Now, we declare you Winnar! if all enemies have been defeated. A number of missions just said “A Mission” below the compass or the location shown would be too long and not fit in the space provided. We’ve fixed several of these, although some remain. We had a few daily missions that required gathering more stuff than you could carry in one go and the HUD would get spammed with your progress. Also, the way we were tracking and counting was causing lag. Fixed. There was a bug whereby you could get multiple groups into the same mission. Fixed. We now save which group “owns” a mission instance. Anyone leaving that group will be kicked from the zone after a notification and a 30-second delay. If the owning group is disbanded, everyone will be kicked, unless a new group is formed. The first group formed will become the new owning group. Many faction reputation values were out-of-date, unintuitive, or incorrect. These have been modified to be appropriate to the current state of the game. National characters had Men of War reputation at -750 (-2600 for Navy) at character creation. This has been changed to 0 for all national characters, and existing characters have had their values adjusted appropriately. Knights of Christ and Iron Maidens have been removed from the character sheet. Players with Knights of Christ reputation will be awarded Knights Templar reputation based on their progress in the Knights of Christ arc. The missions in the Knights Templar arc starting with “Taking Chances” and ending with “Planting the Seed” have had their reputation rewards reduced to compensate for the increased reputation from Knights of Christ missions. Players who have completed these missions have their reputation with the Knights Templar modified to match the current value. The missions in the Acadie Nationale arc starting with “Misfits of Science” and ending with “The Excursus Strikes Back” have had their reputation rewards increased. Players who have completed these missions have their reputation with the Acadie Nationale modified to match the current value. Sinking any nation’s Navy ships (including the Brethren of the Coast) on the Open Sea will now award an amount of reputation with your Navy or Brethren of the Coast faction equal to the amount awarded sinking any other Navy or Brethren ship. Sinking any nation’s pirate hunter ships (Board of Marque, Salon d’Aventure, Men of War, Corsarios del Rey) on the Open Sea will now award an amount of reputation with your nations’s pirate hunter faction equal to the amount awarded sinking any other pirate hunter ship. Sinking any nation’s Trade Union ships on the Open Sea will now award an equal amount of reputation with all other nation’s Trade Unions. Sinking any European Trade Company ships on the Open Sea will now award an equal amount of reputation with all other European Trade Companies. Sinking De Zeetrekkers ships on the Open Sea will now award a very small amount of reputation with all European Trade Companies. Sinking Varyags ships on the Open Sea will now award reputation with the Dutch West India Company, the Brethren of the Coast, the Smuggler’s Union, and the Men of War. Sinking Merry Men ships on the Open Sea no longer awards Brethren of the Coast reputation, but does award British East India Company reputation. The British Navy and the Board of Marque respect captains who sink Merry Men, Lost Ironsides, Dead Redcoats, and Drakesmen ships on the Open Sea. The Spanish Navy and the Corsarios del Rey respect captains who sink Hijos Verdaderos, Corsairs of the Main, Sons of Cortez and Los Ladrones ships on the Open Sea. The French Navy and the Salon d’Aventure respect captains who sink Confrerie Libre, Samediens, Swampcats, and Bloody Arms ships on the Open Sea. The Brethren of the Coast and the Men of War respect captains who sink Varyags, Mithridati, Sharktooth Raiders, and Bloody Arms ships on the Open Sea.

Economy[]

Removed the Recipes for the Invincible, Prince, Trinity, and Triumphant. These First and Second rate ships of the line can no longer be produced. Removed the Recipes for all Courier variant ships. This includes the Cerberus Courier, the Capricieux Courier, and the Raa Courier. Unless you own an uncertified deed, you won’t see the writ exchanges for 1st and 2nd rates. Added recipes for the two new ships, the Mastercraft Deliverance, and the Mastercraft Conquistador. They can be found in a new book, available for 25 MoT, or via loot. Global Labor Mult increased from 0.5 -> 1. Advanced Huge Cannon Construction was supposed to require the Manufacturing skill but didn’t. Fixed. Several structure deed recipes had the wrong icon. Fixed. Fixed the recipe icons for Admirals, both First Rate and Well Made. Loot Exchange Shops: In response to a suggestion in the Beta forums, we’ve removed the Collection missions on the Junk Buyer and replaced them with a series of shops. There is now a starting region shop, a mid-level region shop, a Hispanola shop, a Cuba shop, a North Lesser Antilles shop and a South Lesser Antilles shop. These will be on every junk buyer in that region and will contain the exchanges best suited to the loot items you’ll collect in that area. Furthermore, the rarity of the loot items have been tuned and their values have been adjusted. Lower level loot is now worth more doubloons to the Junk Buyer, and the higher level loot has more consistent pricing (topping out at 1800 dbs for the rarest items, the same as before). Faction shops: All these personas have an exchange shop that lets you purchase items from that persona’s faction, provided you have the reputation required. There are three levels – trusted, esteemed, and celebrated. Trusted gets you a title. Esteemed gets you a sail pattern and avatar customization piece. Celebrated gets you a piece of avatar outfitting and a piece of general ship outfitting.

Men of War

Brethren Liaison in Cat Island Noah Alawiye in Golden Lake William Kidd in Tortuga (Crime Lord’s Office) Salon d’Aventure

Gustave Fleuret in Grenville Pirate Hunter in Biloxi Philippe Deleau in Pointe-Pitre Board of Marque

Jebediah Crimble in Georgetown Robert Bannings in Belize (Tavern) Edward Randolph in Port Royal (Board of Marque HQ) Brethren

William Kidd in Tortuga (Crime Lord’s Office) Smuggler

Smuggling Ringleader in Tortuga (Black Market) Dutch West India Company

West India Company Auditor in Oranjestad Corsarios Del Rey

Pirate Hunter in Villa Hermosa Zara Dominguez in Maracaibo Felix Cahera in San Juan (Corsarios HQ) Spanish Navy

Octavio Osorio in San Juan (Admiralty) British Navy

Samuel Howard in Port Royal (Admiralty) French Navy

Adrien Darcy in Pointe-Pitre (Admiralty) French Trade

French Trade Representative in Pointe-Pitre (Company Office) Mississippi Company

Mississippi Trade Company Auditor in Pointe-Pitre (Company Office) Margery Kelley in Leogane Spanish Trade

Spanish Trade Representative in San Juan (Company Office) House of Trade

House of Trade Auditor in San Juan (Company Office) Carmela el Moro in Havana (Company Office) British Trade

British Trade Representative in Port Royal (Company Office) East India Company

East India Company Auditor in Port Royal (Company Office) Victor Pepper in St. Johns Knights Templar

Brother Ohan in Santiago Spanish Inquisition

Brother Mandez in Santiago Raw Materials:

Oak Harvest 1hr -> 2hrs Fir Harvest 1hr -> 2hrs Iron Mining 1hr -> 2hrs Copper Mining 1hr -> 2hrs Zinc Mining 1hr -> 4hrs Gold Mining 4hrs -> 8hrs Lignum Vitae Harvest 1hr -> 4hrs Shipwright Materials:

Lineship Structure Bundle 18hrs -> 72hrs Ships:

Mastercraft Deliverance: 4 durability -> 3 durability, added correct insurance value Mastercraft Conquistador: added correct insurance value Couronne: 6 LSB -> 4 LSB, corrected insurance value Mastercraft Couronne: 8 LSB -> 4 LSB, click cost 3.6mil -> 1mil, corrected insurance value Mastercraft Hercules: 6 LSB -> 3 LSB, corrected insurance value.

PvP / Port Contention[]

If you accepted a Port Battle invitation while in Boarding combat, wonky things happened. Fixed. Fixed an exploit in Boarding combat.

Open Sea[]

To balance out which factions spawn at which levels in the Antilles, we have moved some of the traditional stomping grounds of the Varyags, Merrymen, Hijos and Confrerie. Part of this means that there will be pirate gangs crossing the entire Antilles to attack a capital or town. There will be some outliers in the level ranges, but they should be sailing away from where they don’t belong.

Low level Merrymen and Hijos are haunting the waters around Cuba and Port Royal. (30-40, with the occasional 50) Low level Varyags and the Confrerie Libre are now patrolling around Hispanola and Tortuga. (30-40, with the occasional 50) Hijos and Varyags are now infesting the waters around the northern Lesser Antilles and San Juan. (40-50) The Confrerie and Merrymen are lurking in the southern Lesser Antilles and Pointe-a-Pitre. (40-50) Removed the hidden Dread Saints from other pirate gang groups (so they don’t interfere with the bounties). Reduced the likelihood of Dread Saints spawning on the Open Sea by 75%. They will favor waters near San Juan and Tortuga, and sinking them will provide reputation with the Knights Templar and Spanish Inquisition. Added spawns of Fairfax Excursus gangs to the Open Sea, spawning as often as the newly adjusted Dread Saints. They will favor waters near Port Royal and Pointe-Pitre, and sinking them will provide reputation with the Royal Society and Acadie Nationale. De Zeetrekkers, a gang of Dutch pirates who broke ranks with the DWIC, have appeared in the waters around St. John’s and Oranjestad, driving out the Lost Ironsides. The Lost Ironsides have relocated to the British territory east and south of the Yucatan. They have been reduced in level to make them appropriate for their new area. Ships belonging to many factions have received new sails, making them more identifiable on the Open Sea. This includes Trade Unions, the French Mississippi Company, the Inquisition, the Royal Society, the Acadie Nationale, and our new Pirate Hunter factions: the Board of Marque, the Salon d’Aventure, the Corsarios del Rey, and the Men of War. We’ve replaced the port models for towns with newer, prettier ones. Fixed a number of graphical issues.

Art / Sound[]

Character lighting improvements[]

We now compute the light on your character from light sources all around you so you look much more naturally lit in most places. No more looking blue because of ocean below the ground reflecting up onto you. No more looking brightly lit in shadow. This change affects all avatars, including NPCs. It does not affect other items such as buildings or crates or wagons or what have you. Fixed a bug that prevented bald men from wearing hats. (Wearing a hat magically put hair on their heads.) Hats used to cast really wrong-looking shadows. Should be much better now. The changes we made should smooth out some other shadows a touch also. Tweaked the water mesh a bit so it looks better. Cat Island (and towns that look like it): Fixed some chambering bugs Havana (and towns that look like it): Tweaked the lively and some other graphics. Irish Point (and towns that look like it): Corrected some graphical issues. Jenny Bay (and other towns that use that same type of Shop): You couldn’t click on the Flag and Sail Customizer in the shop – you had to press X to talk to him. Fixed. Les Hattes (and towns that look like it): Corrected a number of graphical issues. Pointe-Pitre: Fixed a number of chambering and other graphical issues. Port of Spain and Roseau: The Magistrates Offices in these two night towns no longer have bright sunshine streaming in the windows. Port Royal: We’ve re-chambered the town in the hopes of smoothing travel through it. (It used to be that you’d hit a certain point and you’d have a sudden jolt as buildings and/or NPCs popped in. We believe we’ve fixed that.) Tortuga: Corrected a number of graphical issues. Vera Cruz (and towns that look like it): Fixed some graphical issues. Fixed a problem with clickable dudes in the Black Market. They’re all clickable now. Cliff Coastline: Tweaked the ocean color in the room we call Cliff Coastline. You know it by a variety of other names as it is used in several missions. Also made the waterfall louder. Fort Cruz: Corrected some graphical issues in the room used for the Spanish Tutorial (and a few other missions). Fort Spire: Improved the lighting. Jungle Beach (the room used in Missionary Imposition and a number of other missions): Corrected a number of graphical issues. Vulcan’s Caldera: Fixed a number of graphical issues. Magistrate’s Office: Fixed some graphical and sound issues. Fixed a problem with ship shadows. Improved the look of the blow fire effect. We’ve made a pass on several unconquerable towns and improved the lively. Fixed a problem with the horse looking weird from a distance.

UI[]

You’ll notice some UI changes on login and throughout the game. Basically, we’ve cleaned and freshened the look a bit. Local Map: made the initial zoom setting be such that the map fills the window. Also changed texture filtering mode to linear to get rid of those blocky pixels you saw when zoomed wayyyy in. Character UI: The ship stats tab didn’t have tooltips for DR and Res. Fixed. Local Map: The Port Information tab had gotten large, preventing shrinking the map itself as much as you might prefer. So we moved the Port Information to the Governor’s Clerk. World Map: We made it a little prettier and moved the “Show Unrest” checkbox to a better location. Also the listbox is bigger. Fixed several occurrences of the sticky Alt key – at least the ones we’ve been able to reproduce. Sail Damage Reduction (DR) is now visible in the UI in the Ship tab of your Character UI and the Sail portion of your Health bar. We decreased the amount of time that you have to wait for a tooltip to show up. Clarified the tooltip for the Conquest channel – only Naval Officers with Military Communications can use this channel. Added some new Loading screens.

Stability / Performance[]

Previously, when you zoned into a room, the client displayed the loading screen, loaded up the room geometry, waited for the zone server to tell it to remove the loading screen, removed the loading screen, and displayed avatars as the zone server started sending them. Now, when you zone into a room, the zone server will send all nearby avatars BEFORE telling the game to remove the loading screen. In addition, the game will load all textures and meshes to the video card before removing the loading screen. The result is about 3-4 seconds of extra loading screen time, but with a completely populated and fast room afterward. Changed the way NPCs discuss their combat status with the server. This may result in a slight performance improvement in some missions. Several builds ago, we added detection for running out of memory and we set it up so we shut the game down before it crashes from that. In this way, we can exit cleanly and potentially even prevent dumping you in the middle of battle. (Note this only applied to crashes due to running out of memory.) In this build, we’ve added some additional debugging to improve our ability to fix memory leaks (because fixing those would be the true fix for this problem), Stopped Alchemy from reporting a non-existent memory leak, and Changed to cleaning the cache more fully on zoning. Fixed a bug that could keep your zombie in game when it should have disappeared. Fixed a problem that could occur if the zone server crashed while you were in a mission. We’d already fixed the zone server crash that caused us to find this problem, but now we’ve fixed this problem also in case there are ever any other zone server crashes. Fixed a rare Zone Server crash that could happen during battle. Fixed a Zone Server crash that happened under very odd circumstances in A Barbadian’s Head. Fixed a crash that might happen if you had a skill checking its state as you were zoning.

Misc[]

Updated translations from SOE.

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