[b]Open Beta Patch Notes[/b]
[b]Balance[/b]
Supply Consumption
[b]Carriers[/b] 1.2 → 0.8 [b]Battleships [/b] 0.8 → 0.56 [b]Battlecruisers[/b] 0.48 → 0.32 [b]Heavy Cruisers[/b] 0.4 → 0.24 [b]Early Destroyer[/b] [i]Naval Range[/i] 1500 km → 2000 km [b]Basic Destroyer[/b] [i]Naval Range[/i] 1800 km → 2500 km [i]Service Manpower[/i] 325 → 300 [b]Improved Destroyer[/b] [i]Naval Range[/i] 2000 km → 3000 km [i]Service Manpower[/i] 400 → 350 [b]Advanced Destroyer[/b] [i]Naval Range[/i] 2500 km → 3500 km [i]Service Manpower[/i] 500 → 400 [b]Improved Cruiser[/b] [i]Naval Range[/i] 4000 km → 3500 km [i]Service Manpower[/i] 1200 → 1000 [b]Advanced Cruiser[/b] [i]Naval Range[/i] 4500 km → 4000 km [i]Service Manpower[/i] 1400 → 1200 [b]Torpedo Cruiser[/b] [i]Naval Range[/i] 4000 km → 3500 km [i]Service Manpower[/i] 960 → 900. [b]Panzerschiff[/b] [i]Service Manpower[/i] 1800 → 1200 [i]Hull IC cost[/i] 3500 → 3000 [i]Surface Visibility[/i] 22 → 20 [b]Coastal Defense Ship[/b] [i]Naval Range[/i] 1500 km → 2000 km [i]Service Manpower[/i] 1800 → 1000 [i]Hull IC cost[/i] 3500 → 1500 [i]Surface Visibility[/i] 20 → 18 [b]Pre-Dreadnaught Hull[/b] [i]Naval Range[/i] 2250 km → 2500 km [b]Basic Heavy Hull[/b] [i]Service Manpower[/i] 5200 → 4300 [b]Improved Heavy Hull[/b] [i]Service Manpower[/i] 6000 → 4650 [b]Advanced Heavy Hull[/b] [strike]Service Manpower[/strike] 6000 → 5000 [b]Modern Heavy Hull[/b] [i]Service Manpower[/i] 6000 → 5000 [i]Hull IC cost[/i] 4000 → 3600 [b]Cruiser Carrier Conversion[/b] [i]Naval Range[/i] 4000 km → 3000 km [b]Battleship Carrier Conversion[/b] [i]Naval Range[/i] 4000 km → 3000 km [i]Service Manpower[/i] 5000 → 3500 [b]Basic Carrier[/b] [i]Naval Range[/i] 3000 km → 3500 km [i]Service Manpower[/i] 4500 → 4000 [b]Improved Carrier[/b] [i]Naval Range[/i] 4000 km → 4250 km [i]Service Manpower[/i] 5000 → 4500 [b]Advanced Carrier[/b] [i]Service Manpower[/i] 5500 → 5000 [b]Modern Carrier[/b] [i]Service Manpower[/i] 6500 → 6000 [b]Escort Carrier[/b] [i]Hull IC cost[/i] 1500 → 1250 [i]Service Manpower[/i] 2500 → 1500. [b]Super Heavy Hull[/b] [i]Service Manpower[/i] 9000 → 7000 [b]Naval XP gain for the following mission types[/b] (This value is expressed as a ratio compared to Naval Training XP Gain Rates, which is currently set at '1'.) [i]Patrol, Convoy Raiding, Convoy Escort, Mines Planting, Mines Sweeping[/i] Increased to 0.2 [i]Strike Force[/i] Increased to 0.05 [b]Developer Commentary[/b]: [i]The purpose of this change is to make a more unified approach to the resource costs across the naval production. Under the previous set of the resource costs per some modules, you could end up with battleships barely costing any resources, and destroyers using 50-60 Steel per ‘full production’ line. They were also not used uniformly across the ship modules, where for example Ship Secondaries would be ‘free of charge’, while Dual-Purpose Light Gun Mounts would cost steel even on the tiniest of the ships. Under the new system, the costs are mostly associated with the hulls, with a very rare exception of Anechoic Tiles (they introduce new resource cost, which is usually not used in naval production) and Armor Schemes. The rationalization behind not increasing the resource cost with modules is that they already increase the IC cost of the ship, which in turns means finishing the production of said ship will overall ‘consume’ more Resources. This one will likely be one of the more ‘controversial changes’ of this beta batch, so I am more than keen to hear what you think about moving to this system, from the previous one. The IC cost of the modules, if the current set of changes when it comes to resource costs will be taken positively, will be likely tackled in the follow-up updates to the beta. Also, at first glance the resource costs may look like they increased mostly across the ships, (especially on Heavy Ships), due to the removal of the resource costs from modules, overall they should cost around the same if not lower amount of resources, barring some kind of stranger constructions and designs.[/i]Balance ([i]Continued[/i])
- Removed Resource Cost from most of the naval modules (guns, deck armor, hangar decks) (Armor Schemes as well as Anechoic Tiles will still have resource costs associated with them)
Resource Cost Changes
[b]Cruiser Armor Scheme[/b] Steel: 0/1/1/2 → 0/0/1/1 Chromium: 0/0/1/1 → 0/0/0/1 [b]Battleship Armor Scheme[/b] Steel: 1/1/2 → 1/1/1 Chromium: unchanged [b]Submarine Carrier Hull[/b] 3 Steel → 4 Steel [b]Advanced Destroyer Hull[/b] 4 Steel → 3 Steel [b]Early Cruiser Hull[/b] 1 Steel → 2 Steel [b]Basic Cruiser Hull[/b] 2 Steel → 3 Steel [b]Improved Cruiser Hull[/b] 2 Steel → 3 Steel + 1 Chromium [b]Advanced Cruiser Hull[/b] 3 Steel → 4 Steel + 1 Chromium [b]Torpedo Cruiser Hull[/b] 2 Steel → 3 Steel [b]Panzerschiff Hull[/b] 2 Steel → 3 Steel + 1 Chromium [b]Coastal Defense Ship Hull[/b] 3 Steel → 2 Steel [b]Pre-Drednought Ship Hull[/b] 1 Steel + 1 Chromium → 2 Steel [b]Early Heavy Ship Hull[/b] 1 Steel + 1 Chromium → 3 Steel + 1 Chromium [b]Basic Heavy Ship Hull[/b] 1 Steel + 1 Chromium → 4 Steel + 1 Chromium [b]Improved Heavy Ship Hull[/b] 1 Steel + 1 Chromium → 4 Steel + 1 Chromium [b]Advanced Heavy Ship Hull[/b] 1 Steel + 1 Chromium → 5 Steel + 1 Chromium [b]Modern Heavy Ship Hull[/b] 6 Steel + 3 Chromium + 2 Tungsten → 6 Steel + 4 Chromium + 2 Tungsten [b]Super Heavy Ship Hull[/b] 1 Steel + 1 Chromium → 5 Steel + 3 Chromium [b]Basic Carrier Ship Hull[/b] 3 Steel + 1 Chromium → 5 Steel + 1 Chromium [b]Improved Carrier Ship Hull[/b] 4 Steel + 1 Chromium → 6 Steel + 2 Chromium [b]Advanced Carrier Ship Hull[/b] 4 Steel + 2 Chromium → 7 Steel + 2 Chromium [b]Modern Carrier Ship Hull[/b] 5 Steel + 3 Chromium → 8 Steel + 3 Chromium [b]Ice Carrier Ship Hull[/b] 5 Steel + 2 Chromium → 10 Steel + 2 Chromium [b]Escort Carrier Ship Hull[/b] 2 Steel + 1 Chromium → 3 SteelUI
- Tooltip updated to indicate that the control ratio required for having dominance in a sea zone is 60% (was 66%)
