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Naval Battle - v1.39d

This map is protected

TKF Presents:

-Naval Battle-

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Featuring manual based cannon combat like in Sid Meyer Pirates and Corsairs! A nice alternative to standard battleships maps.

Short Description: This is an intense AOS ship game that requires skills to sink your opponents. Unlike other Battleships maps with autofire with weapons, this map do purely have 100% manual cannon fire in this fun cannonball game. The map also feature ship boarding.

Features:
AOS/RPG Style: While fighting the enemy empire, you have the option to open the supply route from motherland, travelling outside the main area to search for treasures in the west in the forbidden waters or to the east on the open ocean. Fighting the neutral hostile pirates might give you some extra gold you need to win the game.


AI:
Practice against AI computers or just play for fun. A complex AI which can provide some challenge, higher difficulty will give them more one time "bonus gold". However AI can't match up with the best players.

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Information:
This map has a unique cannon combat system makes this map unique from other ships AoS/Battleships maps you have played where you trigger the shots by your hand and feel the joy when you make a lot of hits. The maps cannon system that makes this kind of a "snowball" game you can enjoy many hours of fun gameplay along with other players.

You can try out numerous of tactics such as doing short range tactic for successful hits, long range combat, fire based cannons to make enemy ships burn, boarding tactics, capture empire ships, ramming, trading, exploring hidden areas of the map etc... or you can just focus where the action happens.

This map has similar terrain to the battleships maps. Although it has shocking similarity to the battleships when you start the game, most items are remade and all weapon based items is replaced. My main intent with this map is to give battleships a more realistic cannon system which makes this more fun multiplayer game with a slower pace and a much different gameplay from the normal battleships maps

For new players, they can practice against computers, as they learn how to play the game by watching the computer.


full



Hosting Information:

Map can be hosted via MakeMeHost and ENT Hosting.


Makemehost host shortcut: www.makemehost.com/index

ENT shortcuts: ENT Gaming - User Control Panel - Login

Load code for ENT is
d1lpr for the 1.39d version



Terrain and Triggers:
Credits to Sked, original maker of battleships 3.0 for the original terrain
and for using some of maps initial triggers by Sked (repair and respawn etc)


Ship Boarding Arena:
Credits to Thrax- (hive) for the ship boarding arena terrain

Icons:
Credits to CRAZYRUSSIAN (hive) for the hook icon
Credits to Kitabatake (hive) for the cannon icons
Credits to WILLTHEALLMIGHTY (hive) for the missile icon
Credits to Infinitynexus (hive) for the Hellfire icon
Credits to Tyrlop (hive) for the Merchantship icon
Credits to RED_BARON (hive) for the grapeshot icon
Credits to Blizzard for some wc2 icons


Models:
Credits to Illidan(Evil)X (hive) for the merchantship model
Credits to Bloody_Turds (hive) for the grapeshot model
Credits to RightField (hive) for the woodelf ship model
Credits to ViralHatred (hive) for the pirate battleship model
Credits to Mr.Bob (hive) for the Carrack model
Credits to Blizzard for the beta human transportship
Credits to AnemicRoyalty (wc3c) for the wc2 elven destroyer
Credits to HandCLAW (hive) for the wc2 troll destroyer
Credits to Infrisios for the chain head and chain link model
Credits to the rest i forgot to mention


Doodads:
Credits to Mechanical Man (hive) for the cannon doodad
Credits to Olomoleman (wc3c) for various ship doodads


Moreover, all weapons is remade and turned into several classes:

Weapon Classes:
Ordinary Cannons: Standard cannons does good damage against ships and structures
Shell Cannons: Effective against ships, but is ineffective against structures
Missile Cannons: Like standard cannons, but do have extreme long range.
Anti-Crew Cannons: Does little damage, but kills much crew on each hit
Sail Ripper Cannons: Does medium damage and slows enemy ships
Fire Cannons: Direct hits causes the ship to ignite and cause burning damage over time
Siege Cannons: This weapon does bonus damage against structures.
Acid Cannon: This weapon does reduce the armor. It does only exist 1 acid cannon type weapon in the game.
Frost Cannons: This weapon has a chance to freeze a ship for 3 seconds.
Seeker Cannons: This weapon does have a proximity homing ability which follow its enemies.
Lightning Cannons: This weapon does have chain lightning ability upon impact.
Critical Cannons: This weapon does cause quadruple damage upon critical hits.
Shockwave Cannons: This weapon damage several units in a line and ignores obstacles and cliffs. Expensive but useful.
Torpedo: The submarines main weapon and it's only available for the submarine. It has a chance of ripping apart the hull of the enemy ship.


Items:
Repair wood: Limited to 5 charges, and does now replenish health over time instead of instant heal.
Hulls: Adds slightly more hp and damage reduction, but also reduces speed
Hull Reinforcements: Adds more armor to the ship.
Sails: Increases the speed of your ship. (doesn't consume inventory slots.)
Crews: Gives a certain stat bonus to the ship crew
Boarding Hook: Gives you the abilities to board ships and capture them.
Structure Kits: Builds a tower or a cannon fortress
Bomb: Places a high explosive bomb which does 7200 damage, but be careful so you don't blow yourself
Repair kit: Allows you to repair selected tower of friendly ship
+++

New abilities:
Naval Mines: The lugger may lay mines, so unfortunate ships can trigger it
Infiltration: With the infiltrator you can steal enemy techs
Barrages: Some ships does have a barrage ability, which allows them to fire lots of cannons in selected area
Captain Cannon: Improves the ships front cannon. Bigger ship classes has more powerful front cannon.
Ramming: (Interceptor and ram hull item) Causes the ship to ram into another ship for damage. This damages both ships.
Boarding: (Destroyer, Pirate ships and grappling hook item) This causes your ship to do an attempt on capturing the enemy ship (hero ships are sunk).

Systems:
Kill Assist System (New): Gives your teammates a percental share sinking enemy heros ship
Critical hit system: Gives you a chance of inflicting double damage
Multikill system: Gives you bonus gold for multikills and streaks.
Capture Abandoned Ships: Just move close up to the ship.
Burning System: Your ships might burn down if they are hit by a fire cannon. Using water item will remove the flames quickly.
Crew System: Mana shows how much crew your ship has.
Boarding System: Explained above
Damage System: Shows how much damage your ship has suffered in red numbers
Keyboard Movement System: Allows you to steer your ship with your keys, if you enter -move command
Cannonball System: That's a basic movement engine for the cannons

Ships:
Different abilities: I've added a lot of new ships. All the ships have various abilities. There is over 21 ships to choose from.

New Hero Stats:
Carpenter Skill: Increases the effectiveness of lumber usage, constant ship repairs and slighly makes your ship stronger. Decreases the chance of making the enemy land a critical hit on you.
Accuracy: Makes your cannonballs spread less and make you aim better. Also increases the chance of landing critical hits by 0.5%.
Crew Strength: You loses less crew when hit by weapons and attacked, also it makes your chances for boarding more successful, also if you're boarded, you will more likely to surive the boarding

Trainer:
Boosts hero stats: The lumber is replaced with ability points. You get ability points when you level and when you kill enemy ships. This trainer look like an old paladin.

Leveling:
Stats increase: You gain 2 random stat increases for each level and the ship gets 1% increase of base hp (in strongmode it only gets 0.5% pr level). At level 26, you gain land crew ability, but you can always use -ul command.

Terrain:
Average: I know this isn't the best terrain, but it's playable for an AOS. It's very similar to the skeds original bs terrain. I have slightly changed the mainbase terrain.


Screenshots from Naval Battle in my Album

_________

-Youtube link -
Thanks Vidya Only (Youtube)

1.00:
No changelog written for beta versions

1.01:
Fixed a bug with the music
Fixed a bug with the seamonster event music
Fixed a vision bug when you got revived
Removed an accientally added autofire weapon
Fixed the unlimited flagship range
Fixed a waypoint bug with the motherland supplies, causing it sometimes to suicide on our enemies
Increases the 5 minutes gold a little - just to give a slighly faster start
Fixed a bug with the pirate ships to give 20 crew instead of killing 20 crew
Bounty increased a little to decrease the extreme long games
Added crewnumber advantage in the boarding system, meaning having more crew is a great advantage
Fixed lots of minor bugs

1.01b
Fixed a bug which causes the bomb to not stack
Fixed a bug which causes the french ships to not follow the new waypoint system

1.02
Fixed a bug that caused the magic cannon to do full damage against structures.
Replaced the Battle Ship name in leaderboards with Naval Battle.
Barrages have twice as much spread at max accuracy.
Fixed a bug with the prototype weapon quest.
Nerfed the bigger trader awards to reasonable amounts.
Added 1 new weapon. Grapple Cannon.
Also added a new ship on a dock on mid left of mid.
Fixed the music command

1.03
Fixed more allegiance bugs with the pirates.
Increases the spread rate of Flashship.
Fixed the hotkey for caravels ward ability.
Fixed a text bug with motherland supplies.
Fixed a bug the caused the captain to shield off cannonballs.
Mystic pearl will now randomly appear.
Nerfed the grapeshot weapon a little.
Increased the crew's hp with 50% and increased the guard towers damage.
2 new pirate ships added (only available at pirate harbor).
1 new trade contract added, more will come...
Minor bugs fixed...

1.04
Fixed a victory condition bug.
Fixed a pearl bug which caused it to be spawned by neutral passive.
Fixed a pirate contract bug.
Fixed the Pirate Gate bug.
Wards no longer act as a path blockers.
Change multiple bugs when changing into a pirate.
Given crew a 1 slot inventory in case items is out of reach for ships.
Added a gate in the pirate base.
Added 2 new pirate ships.
Minor changes and bugfixes...

1.04b
Fixed a bug that caused crew not able to use switches
Fixed a fatal bug with hookshot (hopefully)
Fixed some other bugs

1.05
Fixed a bug that caused the cannon towers unable to hit sea monsters.
Fixed a bug that caused the dreadnoughts ability to not reduce crew loss.
Fixed a bug that caused caravel to be only sold for 100 gold.
Fixed a bug with the flamethrower buff.
Added speed mode (-sm).
Added enforced trader share as a way to nerf the trader.
Added 2 more trade missions.
Dreadnought is now immune to slowing weapons cuz it simply don't have sails.
Also added 1 more frigate - war galleon.
Minor tweaks and fixes...

1.06
Fixed a caravel death bug.
Fixed the steel hull description of dreadnought.
Fixed the Sail Cloth Contract bug for trader.
Fixed a bug that caused the mystic pearl to never appear.
Hopefully fixed the hookshot bug permanently now
Buffed the war galleons barrage skill. Reduced the cannon reload skill cooldown.
Added a gametimer.
Ships spawns occur slightly more often now.
Increased the bounty of empire ships.
Slightly increased the XP gain. Reduced the hp of the towers with 16%.
Crew can now pick up gold chests on land.
Increased the sell rate from 50% to 75%.
Changed the neutral pirate ships attack type and nerfed them.
Added a new creep: Pirate Cruiser.
Added a new hero ship: Elven Destroyer

1.07
Fixed a cooldown abuse bug with the boarding skills.
Fixed a critical pirate allegiance bug.
Fixed a teamkill bug.
Removed a bugged waypoint bug that caused respawned ships to move on their own.
Fixed the multiboard bug.
Decreased the gold given by the empire.
Increased starting gold to 1500.
Corrected the flamethrower tooltip.
Reduced the cooldown of repair equipment.
Different repair woods do no longer have shared cooldown.
Fixed the Send Spy hotkey.
Drydock can now be permanently destroyed without getting reconstruced.
Fixed a pirate joining glitch.
Added 2 gateways in forbidden waters
Added 2 new weapons.
Added 5 new items and a new shop in base.
Also added a hero ship: Goblin Annihilator
Done some minor balancing and adjustments.

1.07b
Fixed a fatal trader bug which was abusable (hopefully)
Increased the cost of the goblin ship to 9100 gold

1.08
Fixed a bug with the deaths on the multiboard.
Fixed a drydock repair bug (hopefully).
Fixed the never ending boss music bug.
Fixed a bug with the afk function when entering/exiting forbidden waters.
The recent added gateways should now work properly.
Slightly increased the force gold.
Corrected the Super Siege cannon description.
Captains Level training does now cost 6 ability points instead of 5.
Buffed black pearls boarding crew.
Added 1 new weapon.

1.09
Removed the TK kick system due to fatal bugs.
Fixed a bug with the rocket barrage level requirements.
Fixed a minor accuracy system bug.
Fixed a leveling bug for the trader which allowed it to suddenly gain extra level points.
Fixed a bug that caused a gateway to be owned by the empire.
Fixed a low crew issue regarding the acid cannon.
The trader repair mission do now have correct info.
Due to complaints, french empire is now renamed to spanish empire.
Some of the crew items do now have land crew abilities.
Added 4 more crew types:
Cannon Crew: Ranged Attacker
Veteran Cannon Crew: Siege Attacker
Carpenter Crew: Repairer
Engineer Crew: Repairer and Builder

1.10
Fixed a fatal bug which fucked up allegiance settings when the pirate base died before the empires did.
Fixed a fatal bug with the sea beast gate, which did take control over your ship.
Fixed a bug that causes the workers to go berserk and die.
Fixed a bug with the crew effect when it dies.
Fixed a gateway bug. It does work 100% now.
Fixed a bug with the pirate gate.
Fixed a ton of other minor bugs... (to many to list)
The goblin ship does now cost 11500 gold and the abilities is still the same.
Nerfed fire weapons by 10% (Despite higher dps, the burning duration is reduced.)
Added new naga shops at the great ocean.
5 new items added for sale in naga shop.
2 new crew units added.
Naga Crew: Amphibious
Naga Royal Crew: Amphibious

1.10b
Fixed a fatal error issue with the pirate gate.
Nerfed the nage crew.
Set the custom crew limit to 12. (15 for standard crews)
Main harbor does now 3 times more damage against crew

1.11
Removed the repair mission due to major bug (yeah, that means 1 more trade mission will be added soon, so creative suggestions welcome)
New game rule: All game modes must now be entered within 2 minutes
Fixed a bug with crew killing ship which gave 0 bounty
Fixed the voting bug (hopefully it works)
Fixed a cooldown bug with the naga crew
Fixed a couple of typos in item description
Mode Removed: No Pearl and No trade mode
Mode Added: Rush Mode (7000 gold start, level 10, No pearl, no trade)
Added new host command: -noup; disables ship upgrades for players
Ship only weapons nerfed: Constant changed from 1.45 to 1.35 (7.4% nerf)
Fire weapons nerfed: Constant changed from 1.80 to 1.75 (2.8% nerf)
Carpenter skill does now give 8 hp <acronym title="Google Page Ranking"><acronym title="Google Page Ranking">pr</acronym></acronym> point instead of 5
Balance Changes;
Grapeshot Cannon: Price changed from 8200 to 6000
Royal Cruiser: Hp changed from 8000 to 9000
Pirate Battleship: Hp changed from 7500 to 8400
Flagship: Hp changed from 6500 to 7500
Dreadnought: Hp changed from 12000 to 13500
Annihilator: Price changed from 11500 to 13000
War Galleon: Price changed from 4200 to 4300
Interceptor: Price changed from 1800 to 2000
Interceptor: Speed changed from 210 to 220
Other minor balance changes...

1.12
Fixed a bug with the gold message for the spanish empire
Basic Cannon cost increased with 200 gold - Damage increased accordingly
Basic Culverine cost increased with 200 gold - Damage increased accordingly
Slightly buffed shell weapons again: 1.35 -> 1.40 (3.7% buff)
Buffed Cannon Crew ability with 20%
Added a -angle command (angle -270; -angle 90)
Sail Ripper weapon is slightly nerfed
Crew does now again provide bounty (bug in 1.11)
The single cannon ability of all ships has 33% less cooldown
Buffed all sails items, except the perfect sails
Precisor And Destroyer has slighly more crew and speed
Brig has 10 more crew capacity
Starting ship has 5 more crew capacity
+And a lot of other minor balance changes
... and some other changes
Added a new ship: Infiltrator (1300): A nimble ship which specilazed in stealth and getting intel. It's ability gives various results depending on the target.

1.13
Fixed the share bug
Fixed a bug with the infiltrator ability
Culverine cannon does now have correct tooltip
Buffed the speed slightly of all ships
Sails ability increased from 6% <acronym title="Google Page Ranking"><acronym title="Google Page Ranking">pr</acronym></acronym> level to 7%
Crew Quarter item buffed, but does cost 700 now
The ships front cannons is buffed (not captains cannon)
Reduced the overall bounty with 33%, but increased the initial bounty with 75 gold
Towers owned by players do now provide bounty
Crew weapons effect buffed
Added a new mode: -stm (doubles the hero ships hp and crew)
Added a new system: Critical hit system

1.13b
Fixed infiltrators hide ability
Fixed some bugs in the capture system
Fixed a -stats bug which caused the speed to display 0
Capturing ships does now provide loot and some xp
Nerfed the anti crew weapons a little
Harpoon has longer range now
Glaive cannon is buffed
Sail ripper slighly buffed
Some minor balancing...

1.13c
added a new mode: -sg; Limits the map borders.
Fixed the infiltrators invisibility skill
Sailripper cannons does now deal 50% damage against stuctures (it was 10%)
You will now receive empire gold every 3 minutes
Ship upgrades does now apply every 3 minutes if the empire has sufficient gold for the upgrades.
Slightly decreased the bounty on the empire ships (not the rowboat)
The drydock does now repair 50% faster
Elved destroyer does now have a powerful magic cannon which replaced phantom speed
Reduced the cost of current Heavy Rocket Cannon to (4800), the damage also reduced to according the price.
Added Super Rocket Cannon (12000)
Some minor balancing...

1.14
Fixed the gold sharing bug, allowing you to share gold in nopool mode.
Fixed a fatal error issue when you did buy tomes with non-hero ships
Added a new cmd: -ula; Unloads all crew.
Added Imperial Heavy Cruiser (creep ship, capturable)
Increased the cost of fireball cannon
Increased the of basic siege cannon
Decreased the cost of heavy shell cannon
Gold and upgrade frequency increased to 4 min (was 3 min)
Increased the level limit to 200 from 100
Increased the tech limit to 30 from 20
Killing spree system added!
Added a new ship: Elven Carrack (2100)
Added a new ship: Elven Destroyer (4500)
Added a new shop: Magic Weapon Merchant
Sails no longer use inventory slots
Added 9 new weapons:
Frost Cannons (3)
Seeker Cannons (3)
Lightning Cannons (3)
Minor balancing...

1.14b
Added a new neutral ship shop: Goblin Dock
Added a new ship: Troop Transport
Changed Elven Carrack into Goblin Carrack
Added explosion effects on hero ships when taking high damage
Fixed the hide skill bug for the infiltrator ship
Improved the damage stacking of seeker weapon
Fixed a bug with seeker weapon causing it to sometimes disappear and not doing damage
Frost weapons does now have slightly bigger chance to freeze, but somewhat less damage
Nerfed all lighting weapons by 20%
Black Pearl does now cost 20000, and has 1000 hp more than before
Pirates players do now spawn much closer, until that base is destroyed
The pirates get 1 pirate ship every 50 seconds now
Added a new neutral ship shop: Goblin Dock
Added a new ship: Troop Transport
Changed Elven Carrack into Goblin Carrack
Fixed some minor bugs

1.15
Slightly readjusted the critical hit system. Bigger ships have slightly more resistance of being critically hit.
Added Flare ability to Goblin Carrack and removed bugged ability
Fixed a bug with the slow effect of Super Frost Cannon
Nerfed the Elven Destroyer seeker barrage ability
Removed a spree bug which did occur when players leaves
The Hide ability buff does now disappear when using abilties
Increased the projectile size of Super Rocket Cannon
Increased the projectile size of Heavy Siege Cannon
Reduced the cannon cooldown on lv1 from 9 sec to 7 sec
Reduced the cannon cooldown on lv2 from 7 sec to 6 sec
Nerfed the Napalm duration to 15 sec down from 20 sec
Heavy Cruisers do no longer spawn when the harbor is destroyed
Carpenter Stat is slightly buffed.
Carpenter hp bonus increased from 8 to 10 pr stat
Carpenter regeneration increased from 0.4 hp to 0.5 hp pr sec
Improved retreat AI a bit
Increased the cost of Transport from 2600 to 2900
Added a new secret shop with exotic weapons and items (3)
Added Critical Cannons (2) in the secret shop
Minor bugs fixed...

1.15b
Added a custom modes selection with buttons for the host
Everyone do notice now when you changes your team name
Fixed an lagging animation bug with the crew tomes
Fixed a bug with pirates losing permanent cannon weapons when dying.
Fixed a classification bug with boarding ships, it was counted as air unit earlier
Reduced the winning wait delay to 5 seconds
Added 5 gold income for every 10 seconds
Added high income mode for increased gold income
Added a gate hint after 30 mins

1.16
Cannon reload cooldown at level 5 is increased from 3 seconds to 3.5 seconds
Infiltrators infiltrade ability does now also steal tower tech
Remade the kick system to be more reliable
Sinking empire gold transports no longer resets leaderboard
Player 3 does now get to see the multiboard when finished choosing modes
Fixed a bug where the pirates didn't benefit from periodic small gold income
Fixed tooltip on starboard cannons decription
Increased the kill spree max limit from 25 to 70
Fixed a bug which allowed you to buy from enemy magic shop
Nerfed Hull Reinforcement items
Item sell value is reduced from 75% to 50%
Increased the cost of Basic Cannon
Increased the cost of Infernal Cannon
Shock Wave cannons added (2)
Dreadlord has a new ability: Multi Bombardment, which replaced deck cannon ability
Added a new mode: Weak Structures
Added a new ship: Goblin Destroyer
Fixed minor bugs...

1.16b
Reduced turn rate of all cheaper ships to balance turn evasion
Fixed a ability bug with multi bombardment ability
Fixed the custom mode closedown bug when you did choose double ship hp
Reversed No Black Pearl -> Black Pearl Mode, thus making it not available in other modes
Fixed a bug with the shockwave cannons which made them not working sometimes
Attempted to fix the hookshot fatal error issue (I'm not sure fix works)
Fixed no fog mode. The map is no longer revealed in no fog mode
All trade location is revealed for the merchantman
Increased the range of Demolisher to 1800

1.17
Implemented a new system: Advanced Boarding Simulation (ABS)
ABS supports: Boarding Assistance System, AI support, Only 1 event at the time
New terrain imported: Wood
Harbor mainbase terrain changed
Added a new game mode: Simple Boarding (same as old boarding)
Hook items does now depend on your ship stats to succeed boarding
Super Grappling hook nerfed from 100% to 75% boarding chance
Added a new player command: -autofire (good in laggy games)
Players can now purchase additional ships at harbors
Created new captain units with the boarding system
Added a basic cannon to all ships at start + 1 charge of weak wood
Destroyed harbors gives the opposite team a bonus of 2000 gold for every 4 minutes
Added incremental bounty system for empire ships, increasing bounty according to tech level
Changed the bounty to:
Heavy cruiser: 400 (+5% pr tech level)
Cruiser: 160 (+5% pr tech level)
Battle Ship: 70 (+5% pr tech level)
Rowboat: 25 (+5% pr tech level)
Reduced the anti drop cooldown duration after firing your guns by 2 seconds
Swapped the location of goblin dock and ale brewery to make trading easier at start
Slightly buffed Dreadlord hp and crew (7000)
Fixed the Undead Crew item from not working
Increased the bounty of cannon tower from 500 to 600
Increased the base hp of watch tower from 2500 to 3000
Increased the crew in imperial battle ships from 40 to 45
Increased the crew in imperial cruisers from 100 to 120
Increased the crew in pirate ships from 100 to 120
Hit points healed does now show display in green numbers
Added stun delay when recently captured a ship
Harbor crew regeneration changed from 5% rate to 10 crew pr sec
Ships do now gain 1% increase of their base hp pr level now
Fire cannons direct damage reduced by 25%
Fixed some typos
Some minor balancing

1.17b
Fixed the boarding camera bug which did make the player lose vision of the game
Removed the goblin destroyers hookshot ability and replaced it with disrupt beacon ability
Cleaned a few trigger bugs of the Advanced Boarding System
Fixed a trigger bug when the boarding ship was sunk, causing it to not work again ingame
Fixed a bug with sometimes gaining insane amount of xp from being hit by cannons
Fixed a double bounty bug, caused you to gain to much gold when sinking gold supply
Fixed a bug with the afk command allowing players to drop your items while in AFK mode
Added a AFK dialog back button if the player types -afk
Autofire is enabled by deafult for the afk player
Increased the xp and gold reward for barrel of ale trade good
Empire Ships don't get increased bounty for sail upgrades
Ice cannons does now have 20% more range and does cost 20% more
Frost Nova cannon does cost the same but causes 200 less damage instead
Freezing damage bonus of Frost Nova cannon increased from 400 to 500 damage
Increased the drydocks strength by 40%
Increased base hit points of following ships:
Brig: 700 hp -> 800 hp
Interceptor: 750 hp -> 800 hp
Merchantman (Trader): 600 hp -> 650 hp
Goblin Carrack: 950 hp -> 1050 hp
Transport: 1200 hp -> 1400 hp
Precisor: 1650 hp -> 1850 hp
Destroyer: 1750 hp -> 1900 hp
Goblin Destroyer: 1600 hp -> 1750 hp
Elven Destroyer: 1400 hp -> 1600 hp
War Galleon: 2100 hp -> 2400 hp
Pirates Pride: 2900 hp -> 3300 hp
Corsair: 3400 -> 3800 hp
Elven Cruiser: 3000 hp -> 3400 hp
Dreadlord: 4000 hp -> 4500 hp
Juggernaught: 4700 hp -> 5200 hp
Goblin Warmachine: 4200 hp -> 4600 hp
Pirate Battleship: 8400 hp -> 9500 hp
Royal Cruiser: 9000 hp -> 10000 hp
Black Pearl: 7500 hp -> 9000 hp
Royal Flagship: 7500 hp -> 8500 hp
Dreadnought: 16000 hp -> 18000 hp (Fixed typo)
Firing sounds is now pitched with 10 different pitches
Some minor adjustments...

1.17c
You can now sell items again (I accidentally did a mistake in the editor)
Fixed a critical afk bug (Given the wrong variable)
Fixed cannon drop cooldown bug which caused you cannons to be undroppable permanently
Fixed undead crew abilities
Reduced the anti item drop cooldown to 3 seconds
Ships which participates in boarding arena combat can now get hit by cannons

1.18
Added a new feature to advanced boarding: Jumping lianes
Added a new shop: Structure Merchant (near the carpenter shop)
Added a new structure: Cannon Fortress
Fixed a bug with boarding system which caused ships to lose all crew upon win
You can now choose from 4 different starting weapons
Fixed the multideath bug
Removed the random explosions
Fixed a limit map borders boarding combat bug
Ships does now always spawn with full crew
Decorated the base and shops with some doodads
Added animated repair capstan when you repair at the drydock
Swedish repair crew does repair 40 pr sec now, but costs 900 more
Added repair crew (150)
Added maintenance crew (1850)
Added Cannon Fortress Kit
Moved the structure items to the Structure Merchant
Changed the gold chest to look like a gold coin now
Fixed some wrong tooltips
Minor changes...


1.18b
New hero bounty formula: 200 + 2% of total item value + 4% of ship value
Added new mode: -fortressmode. Allows the team to start with 2 cannon fortresses
Added a new player command: -gold team ; shows how much gold your teammates have
Buffed the bomb and increased the cost of the bomb
Increased the bomb radius from 500 to 575
Increased the bombs max radius from 250 to 300
Increased the cooldown of goblin warmachines bomb ability
Nuke cannon does now deal twice as much damage
Increased the cost of nuke cannon from 25000 to 44000
All anti crew weapons have 100 more range
Slightly increase the aoe of shockwave cannon
Fixed a bug when you won which caused the hero to unpause
Respawn trigger is now disabled when you win
Fixed a bug with a boarding system
You can no longer purchase ships at enemy harbor
Fixed the seeker damage bug
Carracks Flare ability is buffed
High Explosives is buffed
Player ships cannot be slowed below 75 speed
Minor bugs fixes...

1.19
Added new ship: Submarine (6000)
Added a rebuild drydock feature to the structure merchant
Changed the goblin carracks flare ability to goblin scout
Implemented KDR to the bounty
New bounty formula: ((175 + 4% of ship value + 2% of item value) * ((2 + kills*0.02) - (1 + deaths*0.02)))
Empires does now get ability points from killing hero ships
You do now get ability points from the empire along with the gold
Added ability point bonuses to the multikill system
Leaver gold reduced by 50% (But not in share gold mode)
Crew's Pillage ability reduced by 50%
Buffed all shockwave weapons with 20% more damage
Buffed all siege weapons with 25% more damage
Siege weapons does now only double damage against structures
Cannon fortress cost increased from 6750 to 7500
Cannon fortress bounty increased from 2000 to 2500
Cannon fortress is automatically created near the east gate when opened
Fixed a pause bug when you did leave the ship
Fixed a multi captain bug when you used leave shore
Fixed a bug causing the -kick command to work only once
Simplified the multiboard when there is less players to make it less confusing

1.19b
Added a new item: Scout Crew
Submarine cost increased from 6000 to 6400
Reduced the cooldown of all repair wood to 20 (Not the goblin wood)
Ward moved to carpenter shop
Added some starting delay on non-weapons items
Your ship type is shown on the multiboard now
Attempted to remove multikill bug
Fixed some advanced boarding bugs
Fixed a bug which didn't make the ships you captured count towards corsair award
Fixed an invulnerability issue when you got repaired by the drydock
Fixed the price and correct numbers on the creep ships at harbor now
Fixed a seeker bug
Fixed a spree ending bug when you did sink one of the empires trade ships
Heavy Cruisers now stops spawning when you lost your harbor
Fixed some minor bugs...


1.19c
Added a new vote mode: Ramming Party
Added explosive barrels near the west gates
Multiple trader rewards does now stack
Heavy Cruiser Rockets no longer targets heroes
Demon gate does now have a deadly boss unit
Fixed a major bug causing handy-man to not be invulnerable
Fixed a bug which allowed you to move the ship when you had handy-man
Fixed a bug causing the jumping crew to sometimes become untargetable
Fixed a bug causing the empire to sometimes give 0 ability points
Attempted to fix advanced boarding ending bug
Slightly buffed the scout crew ability of goblin carrack
Fixed some minor bugs...


1.20
Reworked the entire cannon system
The new cannon system exceeds the old limit of 3 cannons pr side
The cannons are now stacked upon purchase, saving inventory slots
Better ships have higher numbers of cannon ports
Added 1 new ship: Elven Thunder Ship
Added a new feature: Rebuilding harbors
Fixed a 0 ability point bug given from the empire
Buffed the siege equipments damage by 66%
Demolisher no longer consume 4 food
Fireball cannon cost increases from 1200 to 1500
Fireball cannon damage is increased accordingly to price
All fire weapons is nerfed about 10~15% to balance the game
Infernal cannon cost increased from 17000 to 20000
Infernal cannon damage increased from 2500 to 3000 (slight buff)
Stone hull does now provide 5% damage reduction, but costs 50 more
Bronze hull damage reduction reduced from 20% to 15%
Bronze hull costs reduced from 1000 to 800
Added a pirate merchant shop for the pirate base
Added a cannon fortress for the pirate base
Fixed the wrong tooltip for the Dreadlord ship
Increased the cost of Dreadlord from 7000 to 7500
Increased the cost of Juggernaught from 8500 to 9000
Fixing drydock does now cost 4000, reduced from 4500
Fixed a kick bug
Fixed a bug with the extended sensor triggers
Minor changes...


1.20b
Fixed a critical bug which caused cannons to not work at all
Added a new mode: Unlimited Cannons mode
Expensive Ship award is now fixed according to the new cannon system
Added a leaver condition in the empire ability distribution system

1.20c
Fixed a countbug with the new cannon system, causing you to fire to few magical cannons
Fixed a bug causing the empire ability points to not being reduced
Fixed a small boarding bug
Nerfed the mortar teams damage to 2/3 of original damage
Added 40 hit points to the mortar team
Changed the mortar teams attack speed from 3.2 to 2.7
Nerfed the Monsoon Storm greatly

1.21
Remade the cannon system stacking rules
Cannon system is now more noobfriendly
Enforced a stacking limit system for weapons
Each ship does now have a stack limit pr slot instead of pr side
Fixed a bug with Black Pearl not changing it's cannon limit
Added an intelligent cannon fortress aiming system which retargets heroes
Changed the icon of the goblin transport ship

1.21b
Fixed some more boarding bugs
Fixed a bug with the multitrading
Player ships does now get the boarding chaos buff when boarding
Corvettes does now only have 2 cannon slot limit
Added more spread for increased number of cannons
Chance to do critical is halved from 1% to 0.5% pr accuracy
Crew Drilling ability point cost reduced from 19 to 18
Multi Bombardment damage reduced from 120 to 100 pr level

1.22
Added a new tower: Arcane Tower (1200)
Added a new item: Arcane Tower Kit (1500)
Added 1 strategic circle to each lane which can be captured for additional income
Strategic circles gives the owning empire a bonus gold income of 100 every 30 seconds
Added Ability Training to the Old Captains ability shop
Fixed a severe unload crew bug that made you not able to unload special crews
Fixed a bug that caused the infiltrate ability to reveal everything
Fixed a bug that caused the chaos buff sometimes to not disappear
Fixed a bug that caused pirates to board pirates
Fixed some boarding bugs (hopefully them all)
Fixed a small bug with right click auto attack feature
Renamed Imperial Heavy Cruiser to Imperial Battleship
Increased the ability point income cap from empire from 3 to 5

(I found the 1.22 version, so I continued from that version)

1.23
Fixed a voting bug that prevented rush mode from being voted
Slightly nerfed gold hull
Increased armor bonus of all hull reinforcements
Buffed Catapult damage by 50% and reduced it's cost
Empire does now gain 2 ability points for killing player ships
Super cannon does now correct damage (1200 -> 1100)
Buffed the attack speed of arcane tower
Critical cannons are now 18% cheaper (because of reduced crit chance)
Fire weapons buffed by 6%
Fixed a couple boarding bugs
Fire weapons buffed by 6%
Changed the shell cannons into piercing cannons


1.24
Removed the harpoon from starting weapon selection
Changed the auto simulated boarding duration from 10 to 15 seconds
Most weapons do 25% of full damage on splashes
Weapons with medium explosion radius does now 50% of full damage on splashes
Tome of ability training costs decreased from 7 to 6
Changed the auto simulated boarding duration from 10 to 15 seconds
Increased the cost of precisor from 3200 to 3500
1 new structure added: Captain's Hut
Squished large models
Crew killer weapons do now have accuracy minimum requirement before you can buy them
Harpoon now requires 5 accuracy to buy
Sharp blade now requires 10 accuracy to buy
Grapeshot now requires 15 accuracy to buy
Changed the Precisor cannon crew skill a little


1.25
Fixed a bug with north trader which didn't give the empire gold
Disabled the boarding scene by default due to bugs (it can be enabled in custom mode)
Removed captains hut added in 1.24
Fire weapons buffed by 20% from 1.22 version, mostly increased base damage
Rebalanced the spread formular again. Maximum miss angle is 25 with 1 acc
Increased the repair costs of heroes if you use deployed repair crew
Changed the respawn formula, 5 + shipvalue/60 -> 7 + shipvalue/80
Reduced the bounty on all empire ships by about ~20%
Also reduced the bounty on empire towers
Increased the cost of empire ships a little
Nerfed the lighting weapon damage by 10%

1.26
Changed the cannon fortress cooldown from 20 sec to 6.5 sec
The fortress only fire 1 barrage at the time instead of 3
Greatly increased the costs of hired ships
Ships attack and hull upgrade increased from 1250 to 1500 gold cost
towers attack and hull upgrade decreased from 1250 to 1000 gold cost
Show correct level for spanish team when a player research team upgrade
Fire based cannons do now less damage vs structures
Slight readjustment to the cannon system
Balanced the repair woods, so they are consistant with their value
Readjusted repair over time items
Increased the costs and hp bonus of stone, bronze and gold hulls
Electric cannons sligtly tweaked
Your starting ship do now have 20 more hp
Increased the speed buffer for boarding
Building under construction should now be hit by cannonballs
Minor things changed...

1.27
Given more variation of ships at main harbor (3 ships from elven dock)
Added 1 more main harbor to pick ships at main base
Removed the ability training tome to prevent unbalanced stats at end games
Cannonballs should now fly by each other and not collide collectively
Slight cost reduction of spawn ships costs
Changed the Intercept and Wind sails skill
Readjusted some of other ship abilties
Readjusted the speed of some hero ships
Readjusted the hero ship costs, given them more round costs
Removed the wards ability from Explorer and replaced it with mines
Renamed Explorer to Lugger
Bought sails provide 20% less speed bonus
Improved cannon skill description
Buffed ballista and captains cannon damage from 45 to 55 dmg pr level
Slightly buffed the damage of basic culverine, but reduced range by 100
Changed the empire upgrade settings if to little gold is available
Changed the ship speed upgrade costs from 1250 to 1500
Changed the maintenace upgrade costs from 1250 to 1000
Slightly buffed the effect of ship speed upgrade
Fixed a bug which didn't turn off Boarding options when game modes was locked
Fixed a dice bug which caused the Spanish empire to only upgrade 75% of the time
Fixed a bug that caused neutral ships to be captured by cannonballs
Minor changes

1.28
Added KILL ASSIST SYSTEM
Added assist points on multiboard
Removed the treasure master end game award
Added assistant end game award
Changed the luggers naval mine ability a bit
Mines are now vulnerable to cannon splash damage
A "mine" floating text will now appear above detonating mines
Nerfed the sailors net ability from 2/3/4/5/6 to 1/2/3/4/5
Reduced the XP gain when being hit by cannonballs
Buffed the speed of glaive cannon (750)
Reduced the cost of sail ripper cannon from 2200 to 2000
Reduced the costs and damage of acid cannon by 33%
You must now have pirate allegiance paper to enter pirate base
Fixed a bug which made the mines without vision
Fixed a bug with the 2nd main harbor
Fixed a small bug with cannon system
Fixed a bug that prevented you from landing naga on water
Fixed a bug which allowed the infiltrate skill reveal the entire map
Fixed a bug that allowed infiltrator to steal gold from arcane tower

1.29
Most trader contracts does now vanish when you have the trade good
Added shop floating texts
Added cooldown info on most hero abilities
Changed cannon reload cooldown from 7/6/5/4/3.5 to 5.5/5/4.5/4/3.5
Changed trader cannon reload cooldown from 14/12/10/8/6 to 11/10/9/8/7
Replaced the Send Spy ability with Enforced hull (Pinnace 450)
Halved the barrage casting delay
Buffed the ship speed upgrade from 0.05% to 0.07% pr level
Also added ship sails upgrade into bounty calculation
Changed the empire upgrade settings a bit
Increased the assist timer for assists
Fixed a purchase bug that did allow you to get a free item
Fixed a bug that could make the ship invulnerable
Fixed a assist kill bug that caused selfkill bounty award
Fixed a bug which didn't allow you to get the ships at 2nd harbor
Fixed some minor bugs


1.30
Set a negative selection scale on projectiles to remove hp bars
Slightly increased the cannon collision size according to ships size
Added heal buff to drydock repairs
Empire team upgrade is performed only once first 20 mins
Removed imperial rowboat from harbors to buy
Changed the freeze chance for ice cannons from 20/35/50 to 20/30/40
Increased the frost damage of frost cannon (6000) from 200 to 250
Reduced the freezing duration of freeze water skill
Increased the cost of shell cannon from 1600 to 1850
Increased the damage of shell cannon from 390 to 450
Projectiles no longer damage other projectiles which caused leak
Improved the damage display system using variable
Fixed a bug with the naval mines which conflicted with the crew system
Fixed a cooldown bug with cannon fortress which made it fire more slower
Fixed an info bug to Hull repair skill

1.31
Reenabled the Advanced Boarding arena
Added one more boarding arena on the map
Added a new ship: Troll Destroyer (6000)
Troll Destroyer abilties: Deck Cannon, Shadow Image and Dual Barrage
Added AFK detection system
Reduced cooldown of hooks and boarding abilities from 80 to 70 sec
Readded the loading screen
Readjusted most cannon item damages, both nerfs and buffs
Buffed basic missile cannon weapons damage
Buffed all magic cannons damage a little
Changed the acid cannon armor reduction from 4 to 3
Fixed some wrong tooltip infos
Fixed a bug that interupted a players barrage if he had a cannon fort
Fixed a crew killing bug for empire cannon fortresses
Fixed a bug that allowed you to board sea behemoths
Fixed a bug which sometimes showed that you was respawned in 0 sec
Fixed a damage system bug which an explosion effect when changing ships
Fixed several bugs with advanced boarding, including pause bugs

1.31b
Fixed a terrain glitch which prevented the spanish to reach the switch
Added 50 more hp bonus on stone hull
Increased the crew quarters capacity from 70 to 90
Increased the crew quarters cost from 750 to 1200
Added HandCLAW into credit list

1.32
Added -giveup command, which allows a team to giveup if everyone agrees
Changed the secondary skill hotkey from V to C
Kicking an AFK player using kickvote will now be easier
Replaced the Elven Cruiser Elven Crew with Engineer Crew
Replaced the War Galleons Engineer Crew with Hull Reinforcement
Hull Reinforcement (War Galleon) reduce the crew killer effect by 10% pr level
Dwarf Hull reinforcement does now have crew killer weapon reduction: 25%
Elven Hull reinforcement does now have crew killer weapon reduction: 25%
Increased the cost of dwarf hull reinforcement from 2100 to 2650
Increased the tower gold costs a bit, except tower kits
Made the terrain behind pirate base unbuildable by tower tactic
Veteran Cannon Crew is now targetable by cannon towers (Mechanical)
Slightly increased the cost of buyable crews
Reduced treasure map mission awards from 1200g/300xp to 900g/200xp
Increased the pig/goblin potion mission awards from 900g to 1200g
Fixed some wrong tooltips
Fixed a bug that allowed you to select collision dummy from boarding sequence
Fixed a bug that didn't remove hide buff when being directly hit by cannons
Fixed a bug that allowed you to move your ship when boarding

1.32b
Hero Bounty change: 175 + 2% of value -> 250 + 1.5% of value
Kills/Deaths bounty change modifier reduced from 2% to 1%
Increased minumum bounty from 50% to 75%
Enforced kill credit on pinnace High explosives usage
Slight price changes on Pinnace and infiltrator
Slightly reduced the speed on spawn empire ships
Fixed a bug with -giveup Command not working
Fixed a bug with shortgame mode which didn't include top area
Minor changes

1.33
Readded captains hut, with 3 different upgrades to choose from
Captains hut has an ability which allows you to focus stats when leveling
Decreased the bounty by 25% when the pinnace is using high explosives
Setting High Explosives to autocast will now toggle explosion on death
Removed the restriction of buying tomes with crew
Assist bounty for single assist has been raised from 25% to 30%
Base bounty of killing heroes reduced by 25 gold
Added cannon fortress mode command (-fm) in quests
Increased the cost of acid cannon from 4000 to 5000
Increased crew protection of dwarf hull reinforcement from 25% to 35%
Increased crew protection of elven hull reinforcement from 25% to 45%
Buffed the sinking chance for submarine torpedoes from 15% to 20%
Fixed luggers description
Removed right click attack bug
Fixed a bug that could cause double victory texts
Fixed a bug that caused items when you changed ship to never be dropable
Small changes

1.34
Added new ship: Elven Shock Cruiser (10000) at elven dock
Added a new ability on captain hut: Ship Hull Skill
Added -rclick command to enable right click attacking
Nerfed sailors fish net skill from 1/2/3/4/5 to 1/1.5/2/2.5/3
Destroyers sail ripper skill damage is reduced
Rebuild spawn harbor costs reduced from 10000 to 8000 gold
Rebuilding repair drydock reduced from 4000 to 3000 gold
Reduced the imperial rowboats hp from 150 to 140
Increased the hp of Battleship class ships by about ~20%
Crew protection percentage is now shown on dreadnoughts steel hull
Changed the costs and damage of many ordinary cannons
Fixed a bug that could cause pinnace to do double explosion damage
Fixed a bug that didn't trigger victory

1.34b
Reduced the engineers teleport range from 600 to 500
The engineer should now be prevented to jump to gate switch
The pirate cruiser should no longer trigger the switch
Fixed the wrong dmg from picking starting cannon

-After almost a year pause, updates resume-

1.34c
Hero ship speed will now impact on damage system
Having more than 300 ship speed will now make your ship take extra damage
The "Stats" command will now also show your damage reductions
Ram ability will now cause spell damage instead of normal damage
Rebuilding destroyed spawning harbors is decreased from 8k to 5k
Increased the Assist Timer so it should be easier to get assists
Decreased bounty received from killing pirate creeps
Fixed a bug with captains hut upgrade causing fatal error
Minor changes

1.35
Changed the speeds of projectiles
Increased the speed of slow cannons by 33% (600 -> 800)
Increased ths speed of medium cannons by 11% (900 -> 1000)
Increased the cost of shell cannon from 1850 to 2400
Gold coins now only provide 100 gold instead of 150 gold
Doubled the cooldown of caravels naval mines ability
Nerfed lightning effect damage caused by lightning weapons by 25%
Surpassing 275 speed will now gradually increase damage taken
Fixed a bug that should remove boarding freeze after boarding

1.35b
Damage increase when surpassing 300 speed instead of 275 speed
Traders only take additional damage when surpassing 400 speed
Increased the base costs of critical cannons by 16%
Increased the damage of ice based weapons by 10%
Increased the damage of fire based weapons by 20%
Goblin flamethrower receives 20% more range instead of dmg change
Mortar teams should no longer be able to trigger the gate switches
Fixed a bug that allowed you to select enemy/allied towers and use sell ability

1.35c
Fixed a bug with Naval Mine item, it will now create real mines
Demolisher should no longer have homing shots against hero ships
Speeded up the basic rocket cannons initial birth animations
Changed the standard cannons damage to crew a bit lower
Clearly indicated what does spell damage in cannons descriptions
Added a new stats award: Sea Warrior (includes all creep kills)
Winning in boarding combat will give additional 1+ ability points reward
Reduced the empire ship spawns bounties with about 10% overall

1.35d
Siege equipment should no longer be able to shoot on gateswitches
Put a tower near the ocean treasure gate to prevent treasure theft
You should no longer be able to open gates unless taking out the pirates

1.35e
Damage increase when surpassing 285 speed instead of 300 speed
Fixed a gate opening bug

1.35f
Made counters to prevent naga looting
Fixed a bug that allowed attack ground to trigger gate switch
Changed the damage and armor names in the map
Also change the damage modifier values and some ships armors
Trees near the naga treasure will now regrow
Reduced the range of demolisher from 1750 to 1550
Increased the attack cooldown of mortar crew
Closing both gates will now properly cut off supplies from homelands
Deploying crew will now cost you 20 gold each
Deploying special crew will now cost you 50 gold each
Loading back crew will return you the gold
Added -la command (Load all nearby crew)

1.36
Created a hashtable based cannon creation system
Changed the damage types in the game and damage modifiers
Cannons do now consist of 7 damage types, instead of only 2
-> Crude, Normal, Arrow, Magical, Siege, Spells and Legend
Introduced a new armor type: Sturdy
Readjusted damage reduction of all Hulls
Added new reduction features on hull reinforcements
Nerfed armor bonuses of all Reinforced Hhull items
Submarine is slightly buffed and does now cost less 6400 -> 5000 gold
Buffed the siege weapons damage by 10%, removing splash damage
Buffed the rocket weapons damage by 5% (basic rocket 5% cheaper instead)
Repair woods do now have 50% less charges; thus halving costs
Reduced the large splash damage from Thunder Cannon, it do now cost less

1.37
Added Hookshot ability on Dreadlord Cruiser (Removed Ghost storm)
Added a custom mode: No betrayal mode (Players cannot become pirate)
Remade the seeker homing system
Changed seeker cannons damage type from spell to magic
Changed some weapons damage types settings
When pinnace is using high explosives, it will no longer nullify spree count
Remade repair items, repair bonus will instead adds to repair over time
Repair items will show total repair over time when used
Added armor type to ship descriptions
Slightly buffed glaive cannons
Increased the damage done by Harpoon, Sharp Knifes and Grapeshot
Floating damage text should no longer be visible under fog for enemies
Reduced carpentry (strength) attribute passive repair from 0.5 to 0.35
It should be easier to kick unwanted feeders now
All repair wood items do now have the correct 5 charges
Repair kits set from 10 charges to 5 charges
Added 3 new hull items, in secret shops
Empire ships bounty will now increase by 8% every 4 min, not 5% pr upgrade
Using -autofire, you can now stop firing using hold position
Fixed a bug that easily cancelled ships barrage abilities
Fixed a damage bug with heavy seeker cannon dealing to low damage
Fixed a bug that caused hulls you tried to pick up, to vanish
Fixed a bug that made AFK shared control removed
Fixed a bug with additional cannon skill not working at all
Fixed a bug with crew stats upgrades
Fixed a bug with -stats damage display
Fixed a bug that removed critical precision upgrade when changing ship
Fixed a bug when capturing ships, that made ships way to slow
Minor bugfixes

1.37b
Remade the boarding system, multiple parts can join now
Each level do now increase base max hp by 2% instead if 1%
Slightly increased base hp of all hero ships
Merchantman is now restricted to 1 cannon pr slot
Decreased the traders base hp from 650 to 550
Changed damage type of super rocket from legend to normal
Buffed the repair bonus of repair woods a bit
Changed the damage types and armor types of different crew
Fixed a bug with shockwave cannons not working at all
Fixed a bug that caused the ship to not respawn
Fixed a damage bug with destroyers/Precisors ballista cannon

1.37c
Minimum hero bounty is now 150 gold
Rebalanced the hp and price settings of hero ships slightly
Random kill by High Explosives no longer adds spree count to enemy
Using High Explove ability is now always visible with explosion effect
High Explosives will now only yield 50% of bounty to enemy
Fixed a bug which caused never ending spree bonus if sinking a pinnace
Fixed a severe bug which multiplied the damage done by forward cannons

1.37d
Starting gold set to 1800 gold now in normal modes
Starting gold set to 8000 gold in rush mode
Max crew capacity will be increased by 2% for each level now
Reduced the max base crew on the bigger ships to compensate a bit
Overall nerf of all weapons by about 12,5% for balancing
Extended the range of starting culverine cannon
Lowered the range of starting ballista cannon
Autofire trigger should no longer interrupt movement
Corrected the damage value on cruiser cannon now
The 3 first empire incomes should now provide somewhat better income
Empire tech level is now displayed for each income
Cannon barrage abilities will now also trigger the bought cannons once as well
Empire buildings no longer have a fixed bounty
Fixed a hashtable scaling bug with big ships front cannons
Fixed a bug that allowed you to easily abort barrages
Fixed a damage bug on Lightning Cannon's chain lightning
Fixed a spree kill bug
Fixed a bug with boarding timer to blink at 0 permanently

1.38
Added a new Battleship class ship (14000) at main harbor
Added Ranged Combat skill at captains hut
Added Volley Cliff skill at captains hut
Added Faster Cannon Speed skill at captains hut
Initially, cannons do now have a 5% chance to pass cliffs
Empire Cannon fortress cannons can now pass cliffs 50% of the times
Added new item which can block freeze effect
Added a new legendary item which can increase range (30%)
2 shops outside map center will be available in short mode now
Naga shops will be available where the switch is in short mode
Dwarven Tech crew boost range by 15% (Dwarven Merhcant)
Increased the costs of permanent repair items
Merchantman will not receive shared ability points from empire
Traders ability point rewards will be given to the empire
Traders will receive 50% of their ability from trades each income
Players can also receive bonus ability points from empire now
Special bonuses is received for empire assists and building kills
Made a terrain trade shortcut passage for north trader on east
Added a afk debugger, in case the shared control is removed
Items owned by afk player should no longer be droppable
Slightly increased the pull range of Meathook
Buffed critical hit skill in captains hut from 4% to 5% pr level
Nerfed traders barrier armor bonus
Empire will now give players all the ability points for each income
Moved goblin carrack to main harbor and renamed it to hunter carrack
Reduced the speed disadvantage of having to large stack of cannons
Reduced passive heal by carpentry skill from 0.35 to 0.25
Reduced the range of sensor item and sensor skill to submarine
Suicide mission do now give empire 50% of the gold, was bugged
First Barrage wave will now always shoot at pointed location
Fixed a bug that allowed critical cannons to do more than 4x dmg
Fixed a trader bug that allowed selfkill gold for suicide mission
Fixed a projectile bug that allowed seekers to ignore cliffs
Fixed Cruiser Cannon for troll destroyer and juggernaught
Fixed a fatal error bug with seekers going off map edge
Fixed a bug with lightning cannon abilities not firing
Fixed a triggered angle bug with barrage abilities
Fixed a bug that didn't reset vertex color after respawn
Corrected a few tooltips

1.38b
Added Murloc Crew at Naga Shop
Changed the Carrack Hunters Homing Rocket ability
Added a new secret item which boosts cannonball speed
Frost Nova Cannon no longer causes damage to allies
Frost Nova Cannon price slightly increased
Deck Cannon ability do now splash damage
Slightly increased the costs of crews
Nerfed destroyers sail ripper skill slow amount
Attempted to fix death when buying new ship bug
Added temporary range bonus with Cannon Fury ability
Spell based cannons should no longer be reduced by armor
Fixed a bug that drained your ability points when repair empire ships
Fixed a bug with neutral hostile boarding doing nothing
Fixed a bug with submarines starboard cannon skill
Fixed a bug that allowed you to change ship using a crew or hut
Fixed a fatal forward cannons unlimited range bug
Fixed a boarding bug which allowed you to board sea demon
Fixed some minor bugs

1.38c
Added a new corvette class ship (2000) at main harbor
New Abilities: Defence Field, Structure Repair and Build Tower
Changed the building system so you can speed up with repair items
Changed primary attribute icon with a cannon
Changed all secondary abilities hotkeys from [C] to [V]
Structure Mechanic item do now benefit from your carpentry skill
Corrected some cannon abilities descriptions
Decreased Cannon Tower attack cooldown from 2.4 to 2.1
You will now start with 5 charges of weak repair wood
Buffed Ballista Front Cannon damage from 65 to 75 pr level
Moved frigates to 2nd harbor page
Remade Phantom Speed ability
Researching counts as activity for afk detection system
Removed fake ability point message for trader
Removed the trader from empire gold share equation for balancing
Added a debugger for building owner change bug
Fixed a boarding related fatal error bug
Fixed a bug that made boarding not happen
Fixed ability point bug that gave it players that left the game
Fixed a bug with ocean gates
Fixed a bug that caused torpedo to jump over cliffs

1.39
Added AI for players
Nerfed the direct impact damage of fire based cannons
Slightly decreased the cost of electic cannon weapons
Fixed a bug speed with medium speed cannons
Fixed a bug with Frost armor item not resisting freeze effect

1.39b
AI will now control afk players (bugfix)
Fixed a bug that caused the AI to randomly fire to often
Fire resistance item will now also reduce fire damages
Fixed an AI waypoint bug
Smaller bug fixes


Latest Changelog

1.39d

All players starts with captains hut
Traders hide ability should no longer block fires and such
Submerged submarine can now be hit by cannons
Submarine torpedo does now arrow damage, no splash
At level 5 submerge, you can dive into shallow waters
Nerfed freezing chance of higher tier frost cannons
Nerfed Brigs repair hull skill
Increased the cost of purchasing imperial ships from harbors
Naval Mine cost increased to 1500 gold
Elven Destroyer should now correctly fire front seeker cannon
Fixed thunder ships lightning front cannon from not working
Fixed some severe bugs with homing missile skill
Fixed bug with dead buildings under consctruction killing projectiles
Fixed a permastun bug for boarding
Minor changes and bugfixes


1.39c
Added a spellbook button for spending ability points
Removed the Patrol Command button for heroes
Delayed the first starting wave by 8 seconds
Some small adjustments
Fixed a bug with shield spell not working
Fixed a bug with afk AI not working properly
Fixed some minor bugs


1.39b
AI will now control afk players (bugfix)
Fixed a bug that caused the AI to randomly fire to often
Fire resistance item will now also reduce fire damages
Fixed an AI waypoint bug
Smaller bug fixes


1.39
Added AI for players
Nerfed the direct impact damage of fire based cannons
Slightly decreased the cost of electic cannon weapons
Fixed a bug speed with medium speed cannons
Fixed a bug with Frost armor item not resisting freeze effect



132929-albums387-picture97200.jpg



Bug reports and feedback appreciated!

Keywords:
Naval Battle, Naval Combat, Sea Battle, Battleships, Battle ships, Naval Conquest, Ocean, Naval, Sea, Waters, Boarding, Battle, Cannon, Skill, Pirates
Contents

Naval Battle - v1.39d (Map)

Reviews
This map had been examined by Alexis Septimus. If you think this map review is not accurate or require another review, feel free to contact Alexis Septimus. But, map would only be review again for second time and also for the last time unless under...
Level 4
Joined
Nov 11, 2009
Messages
92
could you please reimplement the -help command that displays a global message explaining the basics of the game? also, could you add commands for some of the modes (for example starting cannon forts).
EDIT: my bad on the -help, apparently i wasnt reading and its called -hint
 

Cokemonkey11

Code Reviewer
Level 29
Joined
May 9, 2006
Messages
3,522
Hey there, I tested your newest version -

* Your map preview and loading screen are kind of ugly screenshots, but the idea of putting a "board ship" in the loading screen is inherently a good one. Maybe consider terraining a high quality version (just for the loading screen) or having someone draw you a picture instead.

* You should make a game mode (alongside no traders, black pearl etc) called "Competitive Mode" which turns on map boundaries and no traders, and maybe a few other things.

* The cannon reloading time research icon is the same icon as the "fire left" icon. Maybe change this to prevent confusion?

* You should reduce the range of sound pitch scaling for "Fire!" because sometimes it sounds like a hamster is yelling it. If you want to avoid making the sound annoying, maybe instead just reduce its volume.

* The training system is inherently bad in my opinion. It adds an unnecessary dimension to the game that basically just wastes player's time and promotes "going back to the base". Instead, I suggest giving each ship a standard accuracy level. This has the added bonus of encouraging players to upgrade their ship - in the current state, the sailor is one of the strongest ships in the game because of its net and its small size. That being said, the stacking weapons and maximum stack levels is a nice addition. I think this is a good first step to promoting ship upgrades.

* Another way to make stacking weapons more beneficial is to reduce the scaling of weapon damages. Legendary lightning cannon for example should only be about 50% stronger than advanced lightning cannon, etc.

* The starter culverine I got didn't stack with the one I bought. That's kind of annoying - maybe make the starter system give you a standard weapon instead of one which is worth something different?

* The camping empire battleships and cruisers.. what's the point? All the do is promote slow gameplay. If you want to include them still, maybe at least remove them in the "competitive" game mode I suggested.

As usual, let me know if there's anything I can help with (vJass etc).

Cheers mate
 
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theres a weird bug with the pinnace involving its suicide ability.. it gives a kill to whoever damaged it last (as in, the empire does 20 dmg as you are sailing in to blow yourself up and then it gets a kill). I guess that makes pinnaces much less powerful? Also, how do ship values work. Are they based on just ship cost + gun cost or something else? I added up the value of my stuff and it came out to about 25k, but the game put me at 49k. And the mode voting at start seems to go by too quickly. Give people a couple seconds to decide!! Also, no offence, but please ignore everything Cokemonkey11 said! I like the game how it is, (as in, training being very useful, weapon damages being balanced as they are, etc. Also, if he thinks the sailor is one of the strongest ships in the game, he is completely right! I think thats a good thing, because ship upgrades are for n00bs. And please, bring back the captains hut. Without captains ability point training, its much more balanced and you have to conserve your points way more. Another thing, is the acid cannon overpowered or is it way too overpowered. Get three of those on your ship and their damage goes from 500 the first time to 600 the second time to 800 the third time as the armor goes way below 0. I once got a cannon fort to -50 armor from full health. I think that the buildings should also be more expensive because the return on a cannon tower is way higher than 2000 gold because if you put up 2 of those you have complete control of the full lane (except for imperial battlesihps and players of course). So thats my rant. If I think of something else, I'll add more.
 

TKF

TKF

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Messages
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@Naman
The towers can be destroyed and they are immobile. I think the costs are ok.

The pinnace giving bounty was intended, it did work halfways in all versions but the bounty text didn't appear and the opposite empire got the bounty without anyone knowing. Now the text display works. However I didn't fix the text not showing it with the bomb yet since a different unit kills the hero, not self kill, but the opposite empire gets the gold anyways.

The value of your stuff is the sell value 2x. + ship value

* You should make a game mode (alongside no traders, black pearl etc) called "Competitive Mode" which turns on map boundaries and no traders, and maybe a few other things.
....

* You should reduce the range of sound pitch scaling for "Fire!" because sometimes it sounds like a hamster is yelling it. If you want to avoid making the sound annoying, maybe instead just reduce its volume.

* The training system is inherently bad in my opinion. ....
Cheers mate
Thanks for your input. I've reduced the pitch variances a bit.

But I cannot add a mode which limit map boarders, cuz that's up the blue player to decide in custom modes atm. I may change this in future versions

You are correct that it might be a bad idea returning back to base to spend ability points. You can let a unloaded crewman to do the same in 1.33.



1.33
Readded captains hut, with 3 different upgrades to choose from
Captains hut has an ability which allows you to focus stats when leveling
Decreased the bounty by 25% when the pinnace is using high explosives
Setting High Explosives to autocast will now toggle explosion on death
Removed the restriction of buying tomes with crew
Assist bounty for single assist has been raised from 25% to 30%
Base bounty of killing heroes reduced by 25 gold
Added cannon fortress mode command (-fm) in quests
Increased the cost of acid cannon from 4000 to 5000
Increased crew protection of dwarf hull reinforcement from 25% to 35%
Increased crew protection of elven hull reinforcement from 25% to 45%
Buffed the sinking chance for submarine torpedoes from 15% to 20%
Fixed luggers description
Removed right click attack bug
Fixed a bug that could cause double victory texts
Fixed a bug that caused items when you changed ship to never be dropable
Small changes

I readded the Captains Hut in this version. However with only 3 types of special skills which also is visible as buffs on your ship so the enemy may perceive your critical hit bonus skill and navigation skill. The captains hut has an ability which allows you to select when skills your ship will always improve when leveling. However at random you will 20% of the time gain 1+ stats increase when leveling. Atm it must be built by captain, and it does only cost 300 gold.

Critical Hit Skill: 5% pr level
Navigation Skill: 10+ speed pr level
Crew Management Skill: 5 more crew + 7% of max crew capacity pr level
 
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Please tell me where can i buy pirate contact, i move to every point and couldn't find any of it. In older version, i remember it must have a place to
buy it. Also if i want to play boarding style, one footman -> if i buy more = upgrade? or the number of footman is depending on crew stats?

Moreover, how can short/medium range weapon take advantage over long range? The weapon name missle from advance weapon shop , 1500 range with wide area spread, it hardly to counter them with short/medium range weapon. They shoot then we all dead in long range. Need advice , please.
 
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Is there any way to set the autofire to right-click activate and deactivate? Or if not, at least not stop moving?

Also, I'm not sure how it happened, but I ended up stacking more than fifty culevrines into the same slot (on a Destroyer, if that helps). While it is unbelievably fun to blast ships and sea giants into oblivion that way, I'm not sure it's supposed to happen (but if it is, the autofire stopping movement is a hindrance).

And could you please put an explanation of how boarding works in the F9? All I've seen is the ship comes under attack, the enemy crew swings over, and whether you kill their captain or he kills you, everything explodes and your ship dies, even if it wasn't the one boarded.
 
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TKF

TKF

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Messages
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The pirate contract can be bought somewhere in the forbidden waters. Theres a tinker which is there, but I won't reveal its location.

If you buy more footmen, it doesn't improve boarding combat, since they only have 10+ in battle. Only the best bonus apply once. When it comes to transports fighting crew ability, the bonus only applies 10+ temporary. So if you buy 1 vicious crew and 1 fighting crew, and you get 30+ bonus, you only get 20+ in boarding combat.

Also, I'm not sure how it happened, but I ended up stacking more than fifty culevrines into the same slot (on a Destroyer, if that helps). While it is unbelievably fun to blast ships and sea giants into oblivion that way, I'm not sure it's supposed to happen (but if it is, the autofire stopping movement is a hindrance).
That shouldn't happen, unless you play an older version with unlimited cannons enabled.

my friend claimed to get a fatal error when he reserched level 5 crit in captains hut, may you fix this ?
I cannot reproduce the bug.


1.34
Added new ship: Elven Shock Cruiser (10000) at elven dock
Added a new ability on captain hut: Ship Hull Skill
Added -rclick command to enable right click attacking
Nerfed sailors fish net skill from 1/2/3/4/5 to 1/1.5/2/2.5/3
Destroyers sail ripper skill damage is reduced
Rebuild spawn harbor costs reduced from 10000 to 8000 gold
Rebuilding repair drydock reduced from 4000 to 3000 gold
Reduced the imperial rowboats hp from 150 to 140
Increased the hp of Battleship class ships by about ~20%
Crew protection percentage is now shown on dreadnoughts steel hull
Changed the costs and damage of many ordinary cannons
Fixed a bug that could cause pinnace to do double explosion damage
Fixed a bug that didn't trigger victory

I've added 1 new elven ship, with shockwave based abilities. Elven ships does now cover all magic cannon elements in the map.

The captains hut has 1 more ability upgrade now: Ship Hull Skill.

The basic cannons does now cost 800 gold and does a little more damage. They should be much more appealing now. Also increased the costs of medium and heavy cannons, also the medium and heavy culverines. Readjusted the range of these weapons so they also does different damage than before. They should be more balanced now since they did a bit to much damage compared to their costs.
 
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A little suggestion for the items that protect from fire. Currently, it has 75% chance to resist the fire totally. It would be more logical that it reduces fire damage by 75% because with current effect, even someone who is relatively weak can beat a strong opponent with fire weapons, if he's lucky. Having it reduce the damage would make players with fire weaker (which is supposed to do) and not, by chance, useless in a fight.
 
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I cannot reproduce the bug.

i somewhat expected that. there may be anouther bug that exists though i have not tested it; crew may be able to buy a tome from ability trainer and therefore crash the game.

also, anouther bug in the terrain is that in the south harbor engineer crew can climb over terrain (via vision given by gaurd towers that are canceled) and open the gate extremely early in the game. i'd prefer that you change the terrain, not the engineers :D. I havent tested this on the north harbor.
 
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I think there is a bug with the crews. When you have say 50 crew power and buy a plus 10 crew, in boarding you still only have a crew level of 50. Is that the point and crews only affect non-boarding parts?
 
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Hello and !_.-"Great"-._! map -TKF-
Ok i found a bug in the game
Its a little weird because:
When you use the climb hability with the fighting crew (The Ground soldiers)
!They explode like a... SUper Meat Pie!:goblin_boom:
:goblin_jawdrop:
Then i think that it was a one in a million bug and it will never happen twise
then 6 minutes later...
i use the same spell, then
:goblin_boom:
....
.......
.........
:ogre_icwydt:
2 seconds later i say:
"Ok that was weird"
I Trying to help cause this bug appears almost always
And thanks for this awesome map love the new cannon sistem!!
oh and the short cut to the right cannon is wrong. i think it showld be "D" but i use it with the "E"???
:vw_sad:
its a bit hard to fire at other ships if i have to click the "E" cause its confusing and i always press D
:vw_sad:
Anyway Great Job your map is Epic!
You're cool!
:goblin_yeah:
 
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For the dreadnought ship: is it supposed to be immune to sail ripper and acid? Also, does it take damage like a building, (half damage from seeker, double from seige) and should the juggernaught have similar characteristics?
 

TKF

TKF

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Messages
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For the dreadnought ship: is it supposed to be immune to sail ripper and acid? Also, does it take damage like a building, (half damage from seeker, double from seige) and should the juggernaught have similar characteristics?

Only immune to sail rippers I think. But it shouldn't be immune to poison. It has armor bonus so it will be first reduced before a negative value may occur.


How to board, where can I get the fight between two ships and its units?
Boarding happens when you buy a grappling hook or have a ship with boarding ability (3500 destroyer)


I think there is a bug with the crews. When you have say 50 crew power and buy a plus 10 crew, in boarding you still only have a crew level of 50. Is that the point and crews only affect non-boarding parts?
It simply have more base hp and attack strength. A fighting crew has more hp and attack power compared to ordinary crew at same level. I don't remember but I think it has 60 more hp and 10 more attack strength. Vicious has 120 bonus hp and 20 attack strength and etc...

However multiple boarding crew items or abilities doesn't stack bonuses on top of each other unfortunately. You only get the best crew available in boarding, so buying a vicious crew and fighting crew doesn't stack in boarding situation.


also, anouther bug in the terrain is that in the south harbor engineer crew can climb over terrain (via vision given by gaurd towers that are canceled) and open the gate extremely early in the game. i'd prefer that you change the terrain, not the engineers :D. I havent tested this on the north harbor.
That shouldn't be possible but I will fix it.



And I won't import music since they will only increase the map filesize unnecessarily.
 
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Level 1
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This is a really cool map.. I've never played something like this before.. Yup! Last hit does take some skill [In Early game only!]

But there are some bugs here:

1. sometimes when I clicked on one of my cannons to change its position, it was dropped out of inventory [for no reason! I thought it just disappeared].

2. Boarding system sometimes crashed like hell, I used the hook to board on the enemy' ship but nothing happened.. also once my friend tried to board on me, but his crew found NO ONE on my ship. [And my screen was still at the sea... with my ship was freezed..]

3. We couldnt figure out the use of Naval Mine except boosting speed
[Formular for getting an easy kill: Naval Mine, Fishing Net, and a Barrage skill]

I also post my ideas for this map here.. [tell you this: This map is really potential..hope it will be world wide famous like DOTA XD..]

1. Some heavy cannons take sometimes to shoot.. It would make it more balanced

2. Extend the map, make lane bigger, and of course, make another lane [because in 5 vs 5, it's really annoyng when farming in a small lane with few creeps but lots of allies]

3. Pirates should be able to respawn for some dudes for jungling! [Being dominated at the sea? Here goes the Jungle.]

4. Can creeps be a little tougher? That would make the farming more challenging!

5. Can ships be divided into classes?

Tanker:
- High HP pool
- Huge space for crews
- All cannon' damage vs structures increased by 20%
- Cannon fire delayed in 0.5 seconds
- slow turn rate and movement speed
- can carry more cannons
- Cannons fire less accurately
- No deck cannon
- More damage taken from magical weapons, less from piercing weapons
Damage Dealer:
- Great movement speed
- High turn rate
- Piercing weapons do 30% more damage
- Cannon fire almost instant
- Low HP pool.
- Low crew maximum
- Great starting accuracy.
- fast weapon cooldown
- Deck Cannon does more damage [It would be awesome if the first 2 slots are for front fire]
- Take less damage from standard cannon/ more from advanced cannon
Supporter/Nuker:
- Skills tree includes buffs for allies [Morale aura (cannons fire faster), speed boost, repair..v..v..]
- All magical cannons fire almost instant, others are delayed
- Cannon' range increases by 20%
- medium HP pool, quite large crew maximum
- moderate speed, turn rate.
- Take heavy damage from pierching weapon, reduced from advanced cannons

Now the game does make some serious teamwork.:ogre_hurrhurr:

6. Some cannons required level and stat to acquire: Is it possible to make this?

7. Can there be a Neutral boss on the sea? A Flying Dutch Man, perhaps! Spawns at the middle of the map and shoot everything on its way..:)

8. More inventory slots? Who can't agree??

9. Some ships has armour' weakness: For example: War Galleon is weak at the back, it means that if you shoot it at behind, it will suffer more damage.


Well, this is just ideas, it pops up everytime I play the map. I did enjoy it with my friends [I dominated the sea!!:ogre_datass:]

Thanks for the great map! Hope my ideas come true
 
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TKF

TKF

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2. Boarding system sometimes crashed like hell, I used the hook to board on the enemy' ship but nothing happened.. also once my friend tried to board on me, but his crew found NO ONE on my ship. [And my screen was still at the sea... with my ship was freezed..]

When testing this in singleplayer this works out every time and I don't get the bug. The thing is that the trigger doesn't always run all functions when there are more players for some odd reason, and not spawning the other team for some unknown reason. Also there is a debugger but it doesn't seem it defreezes the ship.

Fixing the boarding system is pain, since I spent several days creating the system and its hard to find bugs and improve the system. It takes hours everytime I look in it to find bugs.



_______________

Minor update, only fixing the early gate opening bug

1.34b
Reduced the engineers teleport range from 600 to 500
The engineer should now be prevented to jump to gate switch
The pirate cruiser should no longer trigger the switch
Fixed the wrong dmg from picking starting cannon
 
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Level 2
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Messages
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I agree on the manual firing scheme.it gives a sense of control rather than firing at every ship automatically
I found a Bug:When I have captured an enemy pirate ship it now belongs to me but when it is boarded by other pirate ships and it is captured My Main boat is destroyed
 
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TKF

TKF

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Messages
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Sorry, but I somehow missed that bugreport. It's been almost been a year since last time I updated and I no longer know my way around the triggers in Naval Battle, thus unable to fix any bugs related to boarding and such atm, and I'm not sure if I'm going to make more updates atm as I'm mainly focusing on other projects.

But at least the fatal error should be fixed. Minor update.

Naval Battle 1.34c
Hero ship speed will now impact on damage system
Having more than 300 ship speed will now make your ship take extra damage
The "Stats" command will now also show your damage reductions
Ram ability will now cause spell damage instead of normal damage
Rebuilding destroyed spawning harbors is decreased from 8k to 5k
Increased the Assist Timer so it should be easier to get assists
Decreased bounty received from killing pirate creeps and sea beasts
Fixed a bug with captains hut upgrade causing fatal error
Minor changes

132929-albums387-picture65981.jpg


But I've fixed the fatal error regarding captain huts upgrades. If it still occurs, then something else is causing it.

Also added damage taken display, don't be surprised if its above 100%, its shown as 133% with 400 speed without armor or items with damage reductions.

So some cannons like electro cannon will cause 50% cannon damage, and 50% spell damage. Seeker cannon will cause 100% spell damage, while most cannons will in most cases do pure cannon type damage. Normally damage taken from cannons is less or equal than normal and spell type damage since cannon damage is reduced by both armor and spell reductions.
 
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Great, that fatal error bug is fixed. Will update the bot map right away, thanks.

By the way there is this little terrain "exploit", where if you build up a single tower, the empire's ship won't sail through, and they will get stucked.
If it's your own tower, you are screwed because you can't take them down or sell them (that could be a new feature too). If it's an enemy tower, just one will be enough to trap the ships while killing them.

2369V



Naval Battle Autohosting bot
NavalBOT on useast, uswest, europe, and ombuserver (pvpgn).

The bot is being hosted on a dedicated server, located in New York (US), to offer pretty impressive latencies for players from all arround.
 
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TKF

TKF

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Well, in this latest version having sail speed of 500 would approximately increase damaged taken by 60%, that should make it more balanced against players who uses speed to dodge cannon fire and because its very easy to hit slow ships.

long time no see . . . but a minor update.

Mostly because I don't know of any other bugs that a boarding bug which kills the hero ship if someone boards one of his creep ships. Don't know how to resolve it yet since I must spend a lot of time to find the bug.

Bugs that I know of
  • Sometimes ships cannot move over some seconds after boarding
  • Boarding a creep ship owned by player kills hero
  • Blocking terrain mentioned by ForTiNeRo


Most likely you have encountered more bugs than I know of and I haven't thought about adding new features to the map while I'm working on CC.

If you find any weapons or features to imba or weak, mention it because its a quick deal to change the balance. I have no idea of unbalances atm. Magic based cannons is its own balance category so most likely they may not perfectly balanced.



The projectile system in the map is very old, since I've sorta made partially hashtable based projectile system in CC, this map still uses the old projectile engine which laggs a bit. If I would implement the same efficient projectile system here, I must redesign the damage system and entire cannon firing system which is a long shot optimization, but it gives a much wider possibility with damage types and such and not just same Cannon type damage on all cannons. Especially when I found a way to detect damage reduction caused by armor.

But since at any time there is rarely more than 5-15 projectiles max at one time, its hard to notice laggs.


But I can implement sell feature in a minor update maybe, but next 5-6 weeks I might have extremely bad time so if I'm not able to fix it within this week, then maybe in April.
 
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The map still crashes, there's something else causing crashes too. Could be something to do with the boarding system.
If I may suggest something, you could make Boarding an instant action, using a formula (I don't know, something related to crew capacity and crew power) to calculate which ship wins. This way you don't have to deal with the plethora of bugs and actually make boarding useful.
 

TKF

TKF

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Yeah not a bad idea. The boarding arena and system is great, but it has way more cons than pros.. like using boarding as a perma stun, when your towers, ships or allies are attacking the enemy.
Well, I'm not to happy to make boarding disabled by default. You can set it to simulated by enabling simple boarding mode which removed the boarding arena. You do it via custom modes menu or -sbm first player command.

Current boarding system do allow 2 ships to board 1 ship, but while normal simple boarding is enabled, that is limited to 1 ship boarding 1 ship at the time. In the old versions it was using this before I made the boarding arena.

The map still crashes, there's something else causing crashes too. Could be something to do with the boarding system.
If I may suggest something, you could make Boarding an instant action, using a formula (I don't know, something related to crew capacity and crew power) to calculate which ship wins. This way you don't have to deal with the plethora of bugs and actually make boarding useful.
It shouldn't cause fatal error since there's no locals there. If so its a glitch. But if you try a game with -sbm and get no fatal errors in 2 or 3 games, then its plausible its connected to the boarding system.


"-stats" command displays how much damage you take.

Naval Battle 1.35
Changed the speeds of projectiles
Increased the speed of slow cannons by 33% (600 -> 800)
Increased ths speed of medium cannons by 11% (900 -> 1000)
Increased the cost of shell cannon from 1850 to 2400
Gold coins now only provide 100 gold instead of 150 gold
Sell building feature added
Doubled the cooldown of caravels naval mines ability
Nerfed lightning effect damage caused by lightning weapons by 25%
Surpassing 275 speed will now gradually increase damage taken
Fixed a bug that should remove boarding freeze after boarding

Main change is some balancing and making fast ships take even more damage, up to 80% more at 500 speed - armor and things which reduce damage. This way a strong fast ship is more vulnerable and take more damage of all types.

Also increased the speed of slower projectiles which should make them less useless since they are easy to dodge.

cannon speeds are now
  • Slow - 600 800
  • Medium - 900 1000
  • Fast - 1200

I didn't have time to test this version, but hopefully there no bugs to feature changes.
 
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Level 4
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I agree that fast ships should have a downside, but that much extra damage? I'm saying this because the fastest ships are also the weakes in mid-late game, some elvens and of course the merchants.. I don't know if some missions like the "Captives" will be doable with a few tower dmg upgrade.

By the way good news to see it active after all this time, keep the good job man.
 
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I think the new downside adds to the game. However, you should really make an exception for traders.

Also, critical cannons need to have a bigger cost. At least the big ones.

EDIT: I thought it would be worth noting that the lever to the ocean can be hit from the base with a mortar crew. Which, I think, doesn't really add to the game.
 
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Level 3
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There's a problem with the new selling feature, you can sell stuff that's not yours.
Which means you can sell cannons/fortresses from the enemy. Empire included.
Please make a hotfix since this renders the map unplayable against people you don't know.
 

TKF

TKF

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There's a problem with the new selling feature, you can sell stuff that's not yours.
Which means you can sell cannons/fortresses from the enemy. Empire included.
Please make a hotfix since this renders the map unplayable against people you don't know.

Hmm not good.

Naval Battle 1.35b
Damage increase when surpassing 300 speed instead of 275 speed
Traders only take additional damage when surpassing 400 speed
Increased the base costs of critical cannons by 16%, damage unchanged
Increased the damage of ice based weapons by 10%
Increased the damage of fire based weapons by 20%
Goblin flamethrower receives 20% more range instead of dmg change
Mortar teams should no longer be able to trigger the gate switches
Fixed a bug that allowed you to select enemy/allied towers and use sell ability

This is also released untested, but hopefully everything should be working well. The fire weapons did only 28% damage than normal cannons including the entire damage over time. With repair they are less effective than normal weapons so I had to buff them since 2 basic cannons was more effective than 1 fireball cannon. Its maybe a bit strong now, but it should be well now with 153% modifier (including damage over time)
 
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Nice one TFK.

Maybe some modes that are tiggered by players votes could be setted up by the host.. like the Black Pearl mode, it's pretty funny but you never get to play it because most players just press Enter when the dialog button shows up :p
 

TKF

TKF

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Nice one TFK.

Maybe some modes that are tiggered by players votes could be setted up by the host.. like the Black Pearl mode, it's pretty funny but you never get to play it because most players just press Enter when the dialog button shows up :p

In the older versions black pearl was default in normal mode and it was only disabled only in no black pearl mode. Many complained on it so I made it into its own mode. However its a bit flawed since you probably never get any other modes than normal or no trader sometimes. Might work if ask other players to vote it before start.

I think I keep it as it is, as making it only choosable by the host I'm not sure about it.
 
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I understand, and yes, the only way is to arrange the mode with all players before starting.

Maybe changing de incidence(%) of votes for "non-normal" modes, that's what we do in our map actually. Let's say for example 3 people voted normal and 2 people voted for black pearl, the black pearl it is.. Just an idea tho, no quite sure about it's impact.
 
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Great and fun map.
I really like the vast amount of ships and weapons.
It is a very competetive map, which alot of strategy and awesomenes in it ^^

gotta love the last couple of updates in the map. Keep it up man.

Also, maybe add a small vote for each team, to choose a captain(leader) for the team.
He´ll have the ability from a new building - Captains Office - to call some Reinforcement from the Motherland, but only if the front towers and the 2 side harbour destroyed, And maybe a few more abilities.

There is also need some balancing, but thats not a major thing for me.

And Maybe, someday you can play with me & my friends sometime.
 

Cokemonkey11

Code Reviewer
Level 29
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Messages
3,522
Don't. BS crossfire is another different map altogether and discussing it here only works in detriment of the feedback the Map Maker gets from this place.

Well said, but I respectfully disagree.

Battleships Crossfire from a game design perspective is one of the worst abominations to ever grace warcraft 3, and comments here with the intention of encouraging TKF to do anything similar to CF would be purely detrimental to his game, and insulting to his experience as a game designer.
 
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Demolishers are too good at hitting moving targets. While they are rather fragile, placing one over a cliff (using crew) or behind a riff early game provides cheap, super effective supression fire. It's almost impossible to get near them with a sailor since they one shot you.
The cheaper missile cannons are also hard to use due to the weird movements they do the first 300 or so meters.

EDIT:
The naval mine item is actually a chargeless Power fuel
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
EDIT:
The naval mine item is actually a chargeless Power fuel

Hmm that's not supposed to be. Well I released a minor update to fix it. It should now be fixed.

Naval Battle 1.35c
Fixed a bug with Naval Mine item, it will now create real mines
Demolisher should no longer have homing shots against hero ships
Speeded up the basic rocket cannons initial birth animations
Changed the standard cannons damage to crew a bit lower
Clearly indicated what does spell damage in cannons descriptions
Added a new stats award: Sea Warrior (includes all creep kills)
Winning in boarding combat will give additional 1+ ability points reward
Reduced the empire ship spawns bounties with about 10% overall
 
Level 3
Joined
Mar 19, 2010
Messages
32
Thank you for the quick updates!

You can reach the Sea Behemoth's gate at the ocean from the goblin shop using crew, claiming all the prizes as soon as the game starts.
Screnshot:
http://puu.sh/2asj2

EDIT:
Demolishers can also trigger the gate switches.
In simple boarding mode (and most of the time in advanced boarding too) if the process takes too long the stun wears off from the other ship.
 
Last edited:

TKF

TKF

Level 19
Joined
Nov 29, 2006
Messages
1,266
Thank you for the quick updates!

You can reach the Sea Behemoth's gate at the ocean from the goblin shop using crew, claiming all the prizes as soon as the game starts.
Screnshot:
http://puu.sh/2asj2

EDIT:
Demolishers can also trigger the gate switches.
In simple boarding mode (and most of the time in advanced boarding too) if the process takes too long the stun wears off from the other ship.

As far as I know, there should be no stun in simple boarding mode, the boarding ability itself should lock the other ship as long you want to.

Naval Battle 1.35d
Siege equipment should no longer be able to shoot on gateswitches
Put a tower near the ocean treasure gate to prevent treasure theft
You should no longer be able to open gates unless taking out the pirates

The minor version release due to new exploit of gate switches.
 
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