Full notes
Full Windward Horizon update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Balance
- Gameplay
I've been posting some tidbits on discord about the coming raid update, including what kinds of items to expect from the coming top tier challenges, but I know a lot of you aren't in there so I figured I'd share some here as well! In short, raids are being designed for groups: with specific roles that must be filled in order for the raid to succeed (tank, healer, DPS). There are certain mechanics in the raid that have to be countered, or players will start dying. With the inherently long respawn timer, if everyone is dead, the raid fails and has to be started over. I don't expect anyone to complete the raids successfully on their first try, but failing is a part of the design: you don't need to win to start getting the rewards. Like uncommon drops from any ship you sink elsewhere, you will find random items in raids that don't exist anywhere else that may alter the way you play. As you fail and acquire these items, you will become stronger, and the challenge presented by raid encounters will become easier to deal with, until eventually -- you will win. While the drops from actual victory aren't set in stone at this time (aside from cosmetics), the drops you can find from participating in the raids have been shown in discord.gg/tasharen. Here are some examples for effects you may be able to find on crews or mortars:
There is a lot of variety, and as of this update, all of this is fully moddable. You can set your own rules by defining what's possible via the text-based configuration files. The raid mechanics testing is scheduled to start soon, but the actual update release is still undecided. You may have noticed that Q3 and Q4 this year are extremely packed with various game updates and releases. Unfortunately, Windward Horizon got no press coverage for its launch, and this update will be the game's last chance to get noticed -- and I'd rather not rush it or launch it when it will have an all-but-guaranteed chance of getting buried once more.
And now, for the patch notes leading up to (and including) this small update:
Added an XP bar to arfifact items that have stats that haven't yet been maxed out.
Added a variation of an offense crew that buffs haste, hull and damage.
Added support for cannons having variable firing rate. Adjusting this value increases the delay between shots, but also increases the damage of each shot.
Tweaked the observer's code a bit to ensure that it applies the correct buff/debuff even in duels.
Added support for combo buffs: buffs that improve skills. If a buff that improves some skill is present, the associated skill will be highlighted.
It's now possible to add effects that trigger on skill use. For example: using Volley applies a buff that improves the next Water Barrel.
Added support for instant proc effects that don't apply a buff/debuff. For example, water barrel cleansing negative effects on hit.
Added a Limited Immunity effect that prevents debuffs from being applied (ideally going on crews and triggered from Walk It Off).
Added a new type of a buff for raid items that records damage taken, and then automatically launches a mortar dealing a portion of it back to the enemy.
You can now bind multiple target-able skills (such as mortar and chain shot) to the same key and they won't conflict.
Kraken's swirl now does anywhere from 75% to 150% of ship's hull in damage over its duration, determined
Source
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