- Coasts in Velmad- If the captain is dead then there is no limit of hull points to produce a surrendering roll. If he is injured the limit remains at 1500 hull points. In other case, 1000 hull point continues being the limit.
- Round shot rigging damage from more than 525m changes. From this distance the potential damage will decrease half as fast. For example, damage from 600m will be the corresponding to 565.5m.
- Shock has been separated into two different values, one due to hull damage and another to rigging damage. Each shock point is produced by 100 damage points accumulated during the turn.
- Each rigging shock point will count as half of one hull shock point for shooting penalization porpoises.- Conditions to allow two turning points if a ship is not already veering in that tack have changed:
Quality | 1st Class | 2nd Class | 3rd Class | 4th Class | 5th Class | 6th Class |
Rookie | 12 % | 25 % | 37 % | 50 % | 62 % | 75 % |
Normal | 25 % | 50 % | 75 % | 100 % | 125 % | 150 % |
Veteran | 50 % | 100 % | 150 % | 200 % | 250 % | 300 % |
Elite | 100 % | 200 % | 300 % | 400 % | 500 % | 600 % |
% is the probability of allowing turning two point in the tack or if ship is not currently veering.
- For each rigging shock point previous odds are reduced by 10%. - 10% shooting malus when sailing at full sail has been removed. - New shooting malus due to sea conditions, equivalent to 1% fatigue per level of wind force. - Another shooting malus added due to our ship's speed, equivalent to 1% fatigue per knot.
- Damage sharing between hull and rigging modified depending on sea conditions, adding 1% for each wind force level. - To produce a surrendering die roll, in addition to current conditions, one of the two following must be true: * The average damage received by the target in this and the previous turn must be greater than the damage caused this turn by her.
* The target ship is at 0/1 hull points.
The previous turn damage is based on the target shock points (1 per 100 damage points), so the calculated damage is lower than the real one (no fraction of shock points), and a greater damage is needed to get the surrender roll.
- 10% shooting bonus at no sail removed.- When a ship is a no sail and rudder is set to centre, then the ship is considered as drifting and veering uncontrollably as if she were dismasted.If rudder is set to turn the ship, then she will drift but veer in the desired way. In this case we assume she is using some small or light sail in the fore or mizzen mast (as needed) to allow turning. In the absence of the needed mast we will assume the use of boats. In the future we could add fatigue cost to this action.
- The extra damage distribution between hull and rigging due to sea conditions will no apply if the ship is at no sail setting.- Anchorage implemented. In order to anchor a ship must be at no sail. In will cost 0% fatigue. Weigh anchor will cost 20% fatigue. While anchored it will not be allowed to set sails.
We can change this later allowing to anchor under sail and set sails while anchored. So far it has been implemented this way to force the process to take a longer time, having to pass through no sail status before anchoring or weighing.
Right now an anchored vessel is allowed to turn and will not drift. In the future we could consider whether allowing turning or not depending on cable, springs set, boats, and in their absence the ship should be oriented to the wind depending on if she is bow or stern anchored. Some scenarios would allow anchoring and some not.
- 10% shooting bonus when anchored added.- New shooting malus if a mast has fallen. If mizzen mast is fallen then the malus is 1% for each wind force level. If fore or main mast are fallen then the malus doubles. These are not cumulative conditions.
This corresponds to the change of weights and balances of power rig / keel, increased pitch, hull lifting... We could change it and make it independent of the wind being +5% and +10% or a combination of wind strength and a base value.
- Hove to is only allowed if the ship have all masts.- Rigging repairs implemented. * To order repairs we will click on the "number" of rigging points of the mast that we want to repair.
* The number of points that are retrieved depends on the quality of our crew: rookie 2% normal 3%, veteran 4%, elite 5%.
* The repair can not add a lost section to a mast.
* To order the repair we have to have a maximum of 100% fatigue and we can not have shock due to rigging damage.
* If we receive over 100 rigging damage points (shock) during the turn, the repair will be canceled.
* The attempt to repair costs 10% fatigue but does not interrupt the resting process. If no other action that produces fatigue is made then the turn produces the following result: +10% (repair) - 10% (resting) = 0%.
No specific sail setting is required. We could prevent repairing at full sail, or force a ship to be at no sail to repair, or allowing more points to be recovered if a ship is at no sail...
- Shooting to a ship that is being boarded since last turn is not allowed. - Modifications to shrapnel shooting. * When shooting up to 150 meters the rigging damage will be the same as with round shot.
* Ships are divided in different battery levels, being each deck a level, forecastle and quarterdeck another level, and finally the poop the highest level.
* Guns will be considered as a top gun is they are allocated in a level equal or higher than the number of decks of the ship being attacked (target).
* When shooting to the hull the lower guns (non top guns) will fire round shot, and the top guns shrapnel.
* When shooting to the rigging all guns will fire shrapnel but lower guns will provide only half their potential damage.
* If the target ship is at 0/1 hull then all guns will shoot shrapnel.
* When shooting shrapnel, the report message will show the damage done by the shrapnel as (hull/rigging).
* If the total damage done by the shrapnel is higher or equal to 50 then the enemy ship will loss 1 morale point.
* If the enemy is not at 0/1 hull, a shrapnel shoot to 112 meters will damage only the rigging (all damage will go to the rigging).
- Collisions have been improved.* Damage will depend on relative movements and masses, affecting hulls and rigging.
* The ship that collide with her bow will always pass to hove to. Moreover, she will suffer extra damage in her bow if the other ship has more decks. On the other hand, if the other ship has less decks, bow's damage will be lower.
* The ship that is collided will suffer lower fatigue and will have 50% of maintaining her current sail setting without passing to hove to (entangled).
* If a ship is collided in her stern she rarely will be affected.
- 4th, 5th & 6th class ships can now will sink if they reach 0 hull points during current turn even if they were over 0 last turn.- Admiral can now mark his division chiefs for court martial.- CC/morale bonuses due to raking shots have been modified depending on distance and damage (no more 150m limit).Maximum CC/morale reduction will be 4 in stern raking shots and 2 in bow case. Distance will be multiplied by 4/3 and set to 75m if under it. Each meter over 150m will be doubled. Finally, damage will be divided by the calculated number.
- Now prizes can be shot. Shooting will be always at the rigging. If distance is under 300m then it will be considered as a warning shot (damage 1) and the prize ship will stop (but she will not be recaptured).
- Some inertia has been added. For example, ships will no more apply full potential force of a new sail setting intermediately, and will maintain some speed if veer close to wind.
How quickly final speed is reached will depend on crew quality representing how fast they work and their ability to setting rigging in the best way. If 100% represent applying new/final speed (no inertia) and 0% represent applying only old/initial speed then:
* When decreasing speed and current sail setting is full sail or medium sail
- Rookie -> 75%
- Normal -> 71%
- Veteran -> 66%
- Elite -> 60%
* Rest of cases
- Rookie -> 60%
- Normal -> 66%
- Veteran -> 71%
- Elite -> 75%
- Now speed will affect directly tacking probabilities.The new basis is wind force 4 and 100% for normal crew. Each wind level subtract 10% and each crew level add/subtract 5%.
Quality|wind | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Bad/Rookie | 65 | 75 | 85 | 95 | 85 | 75 | 65 | 55 |
Normal | 70 | 80 | 90 | 100 | 90 | 80 | 70 | 60 |
Veteran | 75 | 85 | 95 | 105 | 95 | 85 | 75 | 65 |
Crack/Elite | 80 | 90 | 100 | 110 | 100 | 90 | 80 | 70 |
When entering 15º close to wind the ship must sail at least at the following speed, in other case the previous table % will be halved.
class|wind | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
1st | 2.4 | 2.4 | 2.2 | 1.9 | 2.1 | 2.6 | 3.6 |
2nd | 2.7 | 2.7 | 2.5 | 2.2 | 2.3 | 2.9 | 4.1 |
3rd | 3.0 | 3.0 | 2.8 | 2.4 | 2.6 | 3.3 | 4.6 |
4th | 3.3 | 3.3 | 3.1 | 2.7 | 2.9 | 3.6 | 5.0 |
5th | 3.6 | 3.6 | 3.3 | 2.9 | 3.1 | 3.9 | 5.5 |
6th | 3.7 | 3.8 | 3.5 | 3.0 | 3.3 | 4.1 | 5.7 |
Note: Of course all these improvements and new features can be debated and modified.