Ship's Log - Release 53 - December 8th 2023

Hoist the sails you bilge rats, we are looking to make haste to glory! Today’s update will set live our latest update to the Bounties feature: Founder’s Bounties. We’ve also made some updates to speed up the general play session by adjusting the Health of all Ships and Enemies.

Game

  • As part of our solution(s) to speed up Game Sessions we are going to see how lowering the Health of all Enemies by 30% impacts the combat duration. But don’t get cocky, as Player Ship Health has also been reduced by the same amount. This should make things faster, but not easier.

  • Founder’s Bounties are here! These Bounties are a little more efficient than other resource quests (it’s like running the 11-hour resource bounty 12 times over the 6d duration…plus a little bit more), and it also gives a change at a unique Shard: Golden Frigate Skin item. Collecting 4 of these Shards and paying some Gold will create the Golden Frigate Skin. There will be no other way to obtain this skin from the game, this will be the only source for this item.

  • We have removed 2hr “Quick” Bounties. We want to steer into the goal of 2x short play sessions a day, rather than many small sessions. This change should slow down some of the resource inflation and eliminates an advantage of bots running 2-hour Bounties perfectly 24/7.

  • 11hr T1 Resources Bounties are more generous with additional potential rewards. This is part of the rebalancing for resource faucets.

  • Changed the “1-20 Pirate” Resource Bounties to 1, 5, 10, 20 Resource Bounties. This was done to ensure players were aware of these thresholds and how they impact the rewards for each.

Web

  • Switched from @PirateNationNFT to @PirateNation on Twitter/X

New Bugs

  • Check the Pirate Nation GitBook page for the most recent list of Known Issues.

  • The game may freeze when immediately opening the Bounties page after loading the game. Refreshing the game will fix this.

Future Work

  • Another Gauntlet Acceleration effort that we are looking into is cascading enemy animation triggers. i.e. opponent 1 attacks and before that attack animation finishes opponent 2 starts its attack, and the same for opponent 3. This should reduce enemy attack times for each round and speed up the overall experience significantly. We will also look at offering the option to skip enemy animations in the future release.

  • Evaluate the impact of Enemy and Player Ship health balance, and Damage/Healing Action Card. We will likely need to make additional tweaks based on the data we collect.

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