Flying Lab Software on PotBS ship-to-ship combat fixes

Logo for Pirates of the Burning Sea - Image 1Ship-to-ship combat in any game can be a good thing, but why stick with making it merely good when you can make it better? That’s probably the principle behind Flying Lab Software‘s fixes to naval warfare in Pirates of the Burning Sea. John “Rev” Tynes discusses a little bit more about that, right after the jump.

Glorious cannon fire in Pirates of the Burning Sea - Image 1


Just because a game has been officially released doesn’t mean that it can’t be improved on. Flying Lab Software has been doing precisely that with Pirates of the Burning Sea (PotBS) v1.1, particularly with certain issues that have plagued the ship-to-ship combat system in the past. Game Producer John “Rev” Tynes took the time to discuss the details in a recent developer’s log.

According to Tynes, the PotBS ship-to-ship combat fixes generally fall under three main categories: NPC AI, and outfitting and ship fixes. NPC AI ships will now change targets and go after the greatest threat. On the other hand, NPC ships will no longer surrender if they haven’t been fired upon. Still certain requirements have to be met before that can actually happen.

Flying Lab Software has also addressed certain outfitting issues in PotBS. Tynes mentioned that the tooltip-character sheet discrepancy bug has been fixed. The effect of ship outfitting on maximum range has been nerfed slightly in order to balance things off.

The ships themselves haven’t escaped Flying Lab Software’s watchful eye, either: some civilian ships such as the Ketch, Packetboat and Lexington have had their levels dropped slightly, while others such as the Xebec and the Cerberus have gotten the opposite treatment.

Tynes mentioned that Flying Lab Software is continually tweaking Pirates of the Burning Sea, so expect more changes in the future. In the meantime, the curious among you can try out the changes for themselves, courtesy of the source link below.

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