Two months have passed by very quickly, and it's time for another update! Finally, the ship + shipyard integration, which was overdue from last month, has now been completed! You can now upgrade some officers to level 10 as you assist them with their personal questlines.
Status:
- LIVE NOW: 20th November 2023
- Older Saves: Safe to continue
Major Update #2 - V.1.3.0.8
This release marks the final step toward the full officers' side stories content, scheduled for release at the end of this month. It encompasses all the quality-of-life (QoL) improvements necessary for players to enjoy the game to its fullest. The update introduces new accessibility features and fine-tunes existing content, aiming to make the onboarding experience smoother and less punishing for new players learning the game mechanics.
Shipyards and Parts Shops are now Integrated
One of the most highly anticipated improvements has arrived! Now, you can place ship parts from merchants onto your ships and test them out before deciding to buy or try other ones. The shipyard information panel also provides more in-depth information on various aspects of the ship, including shield recharge, power consumption, cruising drive multipliers, and more.
Storyline Progression Tracking Screen
We've gathered diverse feedback regarding the game content, primarily addressing the absence of a mechanism to communicate the rewards associated with exploration and following the storyline. Consequently, we've introduced a new screen to provide a glimpse of the enticing elements awaiting players on their journey. This screen also serves to foreshadow upcoming challenges, giving players a heads-up before the game intensifies following specific milestones.
Clear and Relative Display of Fleets Power
You can now assess your fleet's power and compare it with other fleets to determine whether to engage or return later after improving your roster. Weak hostile agents will no longer pursue your fleet but may still initiate a fight if you enter their engagement area.
Filtering Items, Destinations, and Settlements by Typing Names
Kingdoms Adrift features a vast array of destinations and items available for exploration, use, and trade. Browsing through them one page at a time can be rather tiring. Therefore, we have introduced an incremental search box that continuously filters results, making it easier for you to find exactly what you are looking for.
Intel on Settlements is now Sold at Supply Stores in Region Hubs
Alternative to visiting, you can now find information on merchants and factories for ports in each region by buying information from supply stores in region hubs, like Everspring Town for the Everspring Islands for example. You can now plan your route ahead to make more out of exploring new areas or grab things that are in demand at your quests destination.
Revised Hunting Faction Fleets Spawn System
Stronger hostile hunting fleets and other significant threats are now gated behind main story progress. This provides you with the opportunity to build up your fleet and navigate through boss fights that serve as preparation for encountering more formidable hunting fleets. The enemy difficulties are categorized into five tiers: tier 1 unlocks at the end of Pirnmill’s prologue arc, tier 2 follows the defeat of the Blueglade pirates, tier 3 comes after obtaining the company’s plaque, tier 4 follows the first-time assistance of Heinrich and Charlotte, and tier 5 will be introduced in the final chapters update.
Other Notable Additions:
- Industrialists now have exclusive access to procurement agents offering to purchase produced components at higher prices and quantities.
- Shipyard statistic tab now presents extra information and bonuses
- You can now rename your ships directly from the ship roster.
- Each faction's fleets are now appropriately themed and equipped.
- You can now construct Tier 5 hangars and warehouses anywhere.
- Smaller-tier hunting fleets can now spawn once their timer runs out, even if the larger ones have not been dealt with.
- The Royal Rapid Recovery Shield is now producible at the Aecerlian Pattern Factories.
- Officers now require smaller batches of items when leveling up.
- Added a button to bring up the ship-sending dialog inside the warehouse screen.
- Increased the purchase budget for commissioners and the purchase price for ships they need.
- Press 'J' to bring up the journal (quest) screen.
- Rebalanced and addressed multiple bugs for riders.
- Some commissioners' quest demands have been lowered.
- Increased the supply item replenishment amount and added the resupply quantity to their descriptions.
- To address balancing issues, adjustments have been made to the skills of some officers.
- Further balancing on ship parts, with more detailed changes in the section below.
- Game audio will continue playing when out of focus
- How-to-play panel now open on relevant page
- Low tier ship parts balancing and pricing changes
The following officers' quests are now available and can be leveled up to the maximum level:
- Rodrigo
- Nathaniel
- Gabriel
- Olivier
- Nuala
- Catlin
Detailed Changes:
Ship Parts
Combustion Dynamo
Power Storage 2,000 > 4,000
Explosion Damage 12,000 > 2,100
Medium Combustion Dynamo
Power Storage 4,800 > 9,600
Explosion Damage 18,000 > 6,200
Large Combustion Dynamo
Power Storage 9,000 > 18,000
Explosion Damage 32,000 > 8,500
Large Clean Generator
Power Generation 1,800 > 1,710
Small Reaction Dynamo
Power Generation 170 > 180
Medium Reaction Dynamo
Power Generation 720 > 760
Iron Rotary Gun
Cooldown Between Volley 0.30 > 0.31
Power per Volley 60 > 17
Gunmetal Rotary Gun
Cooldown Between Volley 0.30 > 0.31
Power per Volley 60 > 17
Steel Rotary Gun
Cooldown Between Volley 0.25 > 0.26
Power per Volley 60 > 17
Iron Quad Rotary Turret
Power per Volley 240 > 70
Gunmetal Quad Rotary Turret
Power per Volley 240 > 70
Steel Quad Rotary Turret
Power per Volley 240 > 70
Medium Wet Magazine
Power Consumption 0 > 12
Large Wet Magazine
Power Consumption 0 > 45
Combustion Drive
Explosion Damage 2,500 > 2,100
Armored Combustion Drive
Explosion Damage 2,500 > 2,100
Large Combustion Drive
Explosion Damage 12,000 > 8,500
Armored Large Combustion Drive
Explosion Damage 12,000 > 8,500
Allowed changes of orientation on some command parts:
Small Bridge
Observation
Weapon Calibration Room
Small Marine Barrack
Marine Barrack
Small Eagle Marine Barrack
Eagle Marine Barrack
Long House
Mead Hall
Infirmary
Hospital
Navigation Deck
Luxury Officers Quarters
Following command parts can now support additional officers:
Large Battle Bridge - Engineer, Quartermaster
Large Reinforced Battle Bridge - Engineer, Quartermaster
Ammunition Workshop - Gunner
Ammunition Factory - Gunner
Refinery
Material Generation +24 > +8
Large Generative Alloy Plate
Damage Resistant 12% > 15%
Generative Alloy Plate
Damage Resistant 15% > 12%
Large Weaved Alloy Plate
Resistance 15% > 20%
Weaved Alloy Plate
Resistance 20% > 15%
Adjusted pivoted guns reload time:
Iron 1.7 > 2.5
Bronze 1.7 > 2.5
Steel 1.5 > 2.3
Heavy Iron2.1 > 3.3
Heavy Bronze 2.1 > 3.3
Heavy Steel 1.9 > 2.9
Adjusted cannon batteries reload time:
Bronze 2.8 > 2.6
Iron 2.8 > 2.6
Steel 2.6 > 2.5
Reduced projectile count on carronades:
Twin Heavy Carronades
24 > 20
Twin Carronades
6 > 5
Carronades
6 > 5
Revise flechettes firing pattern:
Gunmetal
Firing Arc 35 > 30
Reload 7.5 > 4.5
Projectile per shot 4 > 3
Dendronium
Firing Arc 35 > 30
Reload 7.5 > 4.5
Projectile per shot 4 > 3
Heavy Caerulus
Firing Arc 35 > 30
Reload 8.6 > 4.2
Projectile per shot 12 > 9
Heavy Dendronium
Firing Arc 35 > 30
Reload 8.6 > 4.2
Projectile per shot 12 > 9
Adjusted firing arcs on various gun types:
All pivoted guns
Firing Arc 100 > 90
All Howitzer Turret
Firing Arc 20 > 45
All Talburger Turrets
Firing Arc 20 > 30
All Naval Turrets
Firing Arc 60 > 90
All Heavy Naval Turrets
Firing Arc 80 > 60
Kinetic Rocket Turret
Firing Arc 60 > 45
Mana Bolt Turret
Firing Arc 15 > 45
Explosive Bolt Turret
Firing Arc 20 > 45
Seeker Rocket Turret
Firing Arc 20 > 45
Flak Rounds
Damage 265> 150
Blast Radius 10 > 12
Fall off factor 0.1 > 0.2
Small Flak Rounds
Damage 100 > 50
Blast Radius 7 > 9
Fall off factor 0.1 > 0.2
Air-Burst Turret
Changed projective from small flak rounds to regular
Tweaked firing pattern
Himmelrite Air-Burst Turret
Changed projective from small flak rounds to regular
Tweaked firing pattern
Adjusted weight on some weapons that were out of place:
Bronze Cannon Battery
Integrity 7,632 > 8,000
Pivoted Bronze Cannons
Weight 1,040 > 1,200
Integrity 7,000 > 8,000
Pivoted Steel Cannons
Weight 1,040 > 960
Pivoted Heavy Bronze Cannons
Weight 2,340 > 2,700
Integrity 15,750 > 18,000
Pivoted Heavy Steel Cannons
Weight 2,340 > 2,160
Iron Rotary Gun
Weight 260 > 400
Gunmetal Rotary Gun
Weight 290 > 420
Steel Rotary Gun
Weight 240 > 380
Iron Quad Rotary Turret
Weight 260 > 1600
Gunmetal Quad Rotary Turret
Weight 290 > 1680
Steel Quad Rotary Turret
Weight 260 > 1520
Adjusted non-conformed lance weapons:
Repeating Heavy Kinetic Lance
Changed lance projective from normal to heavy lance
Shot per volley 10 > 3
Reload time 2.7 > 2.4
Battered Wood would nolonger be available in PvP
Officers Skills
Jean
Intimidate tactic cooldown 2s > 15s
Nathaniel
Emergency Cruise
Cooldown 2s > 5s
Activation Cost
Morale 20% > 15% > 15% > 10% > 10%
Energy 20% > 20% > 20% > 15% > 10%
Sustenance Cost
5% > 5% > 4% > 4% > 3%
Elise
Learned Optimism
Activation Cost
Material 5%
Sustenance Cost
Material 1%
Rodrigo
Meet Your Maker
Activation Cost
Ammo 20%
Sustenance Cost
Ammo 2%
Giorgiana
Concealment
Surrender Penalty -30% > -35% > -40% > -50%
Witful Diversion
Surrender Penalty -40% > -45% > -50%
Nuala
There She Blows!
Activation Cost
Fuel 1% > 2% > 3% > 4% > 5% > 5% > 5% > 5%
Sustenance Cost
Fuel 1% Fixed
Alistair
One with the Wake
Activation Cost
Morale 10% Fixed
Sustenance Cost
Morale 2% Fixed
Helmut
Machine Whisper
Activation Cost
Material 5% Fixed
Sustenance Cost
Material 1% Fixed
Helmi
Warcry
Sustenance Cost
Material 1% Fixed
Gabriel
Assist Gunners
Reload time -10% > -11% > -12% > -13% > -14% > -15%
Raise the Barricade
Activation Cost
Morale 10% Fixed
Material 5% Fixed
Sustenance Cost
Morale 1% Fixed
Material 1% Fixed
Cadenza
Overly Radical
Explodable Power Plant Energy 10% > 11% > 13% > 15%
Harmonic Stability
Activation Cost
Morale 10% Fixed
Material 10% Fixed
Sustenance Cost
Morale 2% Fixed
Material 1% Fixed