recursal/Fanatic-Fandom huggingface dataset:
STATE OF THE GAME

It’s been some time since we’ve published an update, and we wanted to check in to let everyone know about some of the exciting features coming next for Patterns. The game has come a long way over the past year, and as we near the end of 2013, we’ve been thinking critically about the future of Patterns to help focus our development efforts. You’ll be hearing more from us as we make progress on specific projects and features, but first, we wanted to share our vision for Patterns’ future with you.

Imagine Patterns as a platform not just for building worlds with shapes, but also for creating interactive experiences you can share with others. We’re going to put more creative power into your hands by allowing you to change the very things that make up Patterns itself! Lua scripting, substance editing tools, and direct access to tuning game systems are just some of the options that will be available. We’ll begin to roll out these new features over the next few weeks, and will keep you posted with our progress.

The first release will be a powerful tool that will allow everyone to create substance packs and custom tune substances’ properties. If you want to make all the substances hurt the player or change the actual look of the substances themselves, you can! Getting tired of the current set of colors within our world? No problem - you’ll be able to change how every single substance looks, acts, and reacts.

Another big feature we’re planning to roll out is a character creator. We appreciate the fondness that has grown around the current character, but a personal touch that only you can deliver is needed. Patterns is your universe to shape, and you should be able to create your very own personalized character to inhabit it!
We also plan to provide a robust Lua scripting system for Patterns. You’ll get access to script APIs that control game variables such as lighting values and the pull of gravity. Even more functionality will come from the ability to author moving platforms and control behavior in support of a variety of gameplay types.

We're eager to get these new tools into your hands and can't wait to see the things you'll create with them! These new features will give you even more creative power in Patterns. It's important for us to get these powerful new features right, and we appreciate your patience as we develop and roll them out. We'll keep you all posted as we make progress on these and other initiatives, so you can look forward to hearing from us more.

Thank you for supporting Patterns. We're really excited about the future of the game, and we hope that you all are too!
Physics

One of the unique aspects of Patterns is its Physics engine. Patterns uses a complex and involved system for the handling of item physics, with each material having a specific data set indicating breaking points, weight distribution, and more. While some of the physical properties of these materials is known from extensive in-game testing, the addition of new materials and mechanics in future versions may cause this data to change or make the data presented below obsolete. Before using this page as a reference for building, please match the version number of your launcher with the version number notated at the top of the table to make sure they match.

## Escher Gravity

Patterns implements a system of gravity known colloquially as "Escher Gravity". This system of gravity allows for traditional central gravity (as is present in the observable universe), but also allows one to traverse constructs with gravity relative to the player. It is so known as "Escher Gravity" due to the artwork of M.C. Escher, depicting the relevant gravitational change.

## Weight

Though weight means something completely different in the real world, in game programming, it is easiest described like so: weight is the total downwards force exerted by an object onto the object below it. When creating structures, knowing the weight of an object will allow you to know whether or not your bracing is complete, whether you exceed the total weight of a base material, or even the destructive possibility of a collapsing piece. More than anything else, weight will be the determining factor for your material of choice, as it affects both Shear Strength and Compressive Resistance. For the sake of simplicity, when referring to weight within patterns, we will use a floating factor system: for example, 30 cubes of Weight factor 1 can be stacked on a cube with a Compressive Resistance of factor 30.

## Compressive Resistance

When planning structures that only go straight up (towers, ladders, columns), Compressive Resistance and Weight data can be used to ascertain the best material for the base. While a relatively small structure may be able to use an object with a relatively low rating for Compressive Resistance, the larger the object gets, the more data points will be required, and the more supports of various strengths are going to be needed. If the structure in mind has anything branching off the side, i.e. a bridge, flag pole, or walkway, Shear Strength data must be accounted for as well.

## Shear Strength

While sheer strength is important to understand when building bridges and the like, it is also important to consider the implications for the total weight of the structure - certain designs will cause the weight of your extremities to be transferred to the base of the structure, causing additional weight that may not be factored into the original design.
Exchange

**Exchange** is one of the factions in Windward.

## Summary

The Exchange faction is the trading oriented faction. You start with higher gold than any other faction, and gain experience bonuses when completing trades. This also comes along with a light diplomacy boost which helps maximize profit. Additionally, exchange players get a 20% discount when buying the Galleon, a higher level support ship.
Modding World Settings

These settings are accessed from the pause panel in game.

Select Scene settings to access the following panels

## World

Gravity multiplier (0-2): Increase or decrease the power of gravity.

Build gravity multiplier (0-2): Increase or decrease the power of gravity that applies to construction. 0 is equivalent to allowing a player in realistic mode to build like you can in unbound mode.

Creatures allowed: Toggle to turn off or on the appearance of creatures.

## Sky

Clouds: Toggle the appearance of clouds in the sky on/off

Other planets: Toggle the appearance planets in the sky on/off

Sun and moon: Toggle the appearance of the sun and moon in the sky on/off

Override day/night cycle: Override and specify the colors of the sky. The sky will blend between the two sky color settings entered.

Fog: Toggle on and set fog color and distance at which the fog appears and ends.

## Lighting

Direct light color: Adjust the light color that is coming from the sun/moon

Direct light intensity (0-1): Adjust the intensity of the light color that is coming from the sun/moon

Bounce light color: Adjust the light color of this complimentary light.

Bounce light intensity (0-1): Adjust the intensity of the complimentary light.

Ambient light color: Adjust the ambient setting that insures everything in the scene has some color.

## Effects

Post effects: Toggle on/off post processing effects

The Screen Space Ambient Occlusion (SSAO) image effect approximates Ambient Occlusion in real-time, as an image post-processing effect. It darkens creases, holes and surfaces that are close to each other. In real life, such areas tend to block out or occlude ambient light, hence they appear darker.

SSAO blur (1-8): Amount of blur to apply to the darkening. No blur (0) is much faster but the darkened areas will be noisy.

SSAO radius (0-4): Adjust the maximum “radius” of a gap that will introduce ambient occlusion.
Closed Beta 2.0

The Beta is out! It is, at the moment, a closed Beta, meaning that it is only available to you, our loyal subscribers, and to those who gave $5.00 to our Kickstarter appeal two years ago. Please download it from www.everjane.com (and please admire our new website while you are at it!).

So what are you to expect from this game? The fact that it is a Beta version, rather than the full release, does tell you that it isn't yet perfect. We've spent a long time developing and testing the game so far, and we hope we've found all the bugs, but there are always more to find. Particularly, we want to find out what happens when we have many players in the world at once.

Right now we have most of the game features that we will have when we launch, and most of them have been polished to a tolerable degree; however, the artwork isn't quite finished and, as I said, there will almost definitely be bugs we haven't managed to find. We still need to finalise and polish the animations, house customisation and the ballroom. We also plan to add more stories – the ones available now are really tutorials, each one teaching a different aspect of the game.

Those bits that have been polished are setting the standard for the rest of it, and we're going to be putting out new releases on a regular basis throughout this closed Beta period. There will be the occasional moment of heavy lag, when it seems as though your character is walking through treacle – we do apologise for this, and it's one of the things we are trying to address as soon as possible.

We'd really love it if you would play the game, and tell us what you think, and especially tell us if and when you find a bug! You can contact us on info@3turnproductions.com or on the (new and improved!) forums on the web page.
Kindness

Acts of charity are expected of the gentility and are one way that kindness can be expressed. Others include helping others of a lesser social status as Emma so ineptly attempted. Acts of kindness inspire others to act kindly as well and many opportunities will be open for the genuinely kind to be exposed to events that might require additional status.

## References

1. ↑ How to Get Invited to the Ball and Other Mysteries of Ever, Jane
0.01k

Release notes for Patterns release 0.01k
May 7, 2013

## New Planets and Gravity from the core

* Planetoid 1- A Hexagon shaped planet made from triangular shapes. 6 Biomes representing different environments and geology.
* Planetoid 2- One giant cube made from many smaller cubes. This is a canvas world and it is featureless. It is easy to build on and is ready for you to shape it how ever you see fit.
* Protoworld 2- Not a new world but we did a pass on optimizing it. This is a great place to start if you are new to the game. Gravity pulls directly down in this world.

## Game Modes

Any Planet or save game can be entered into in one of three modes.

* Unbound: A very powerful mode that includes flying, unlimited substances and all shapes, powerful beam breaking power, and physics turned off.
* Easy Build: This mode includes basic inventory of shapes and substances and physics are turned off.
* Realistic: You need to earn all your shapes and substances and physics are turned on.

### Construct Edit Mode

Right click on a shape connected collection of shapes you have placed and enter CEM. In CEM the object you are working on is hi-lighted and the rest of the world is grayed out.

In this mode you can do the following:

* Add more shapes to your construct.
* The Twist tool you can twist individual shapes or entire portions of the construct.
* The Selection tool enables you to add and/or deselect other shapes to be included or excluded from your Construct.
* Relocate your Pattern by click and drag on the Move tool.
* Save your Pattern to your Inventory.
* Re-Anchor your Pattern by clicking on a new face.
* Paint tool will transmute a single shape with one click or transmute the entire construct with a double click.
* Turn the entire construct into Debris.

## UI Update

The front end shell and in game UI have all been updated.

## Performance and Optimization

* Frame rate improvements.
* Greater efficiency in the new worlds in how they are constructed.
* First pass and automation used to convert Protoworld 2 to the new optimized state.

Note: Your save games will benefit from our Data 2 conversion and some of our general optimization improvements. Those world will likely not perform as well as the new planets added in this update however.
Plunger

The plunger tool allows a player to detonate Trigger Bombs and Trigger Rocket Bombs remotely. It is constructed by putting a Moonstone pyramid on top of a moonstone cube. Breaking a plunger will cause all nearby Trigger Bombs to detonate at once. Interestingly, regardless of which part of the plunger the player is pointing at, the pyramid will always break first, likely due to the enginges' handling of complex structures.
Redgrove

Redgrove is one of the few examples of Elven cultivation of nature within Faerthale. The trees were native to S’iolaen, the Elven homeworld, and are thus placed closest to the gates of the city itself. The road out from the city forks north and south, with the distinct red leaves and white bark of the Redgrove trees following in kind. This wood is meant to be as much a place of rest to the Elven people as their own homes, and the kiss of their influence is soft enough for foreigners to miss entirely.

## Points of Interest

**The Reul Height/Adytum of Aellos.**

Broken off from the face of Aegis long ago, the Height is a hulking stone that rises up from the Forest like a child sibling of the Roan mountains. Elves see the Height as a symbolic first step toward the heavenly realm of the gods, and upon its peak they built the Adytum of Aellos. Within the heart of the Adytum is a phenomenon known as the Celestial Eye, a rare and mystical lens by which mortals can experience the heavenly bodies as if they were face to face.
World Config

When a new world is created in Windward, a corresponding world config file will be created alongside it. This file is primarily used to store Faction information that is created during the Custom Factions process when first setting up a new world. It will also store the Message of the Day (MOTD) for a Dedicated Server.

It is possible to copy World Config files between different worlds as it is simply a plain text file that just needs to follow the naming convention. Simply copy the file and rename it to match your intended new world.

**NOTE:** If you are hosting a Dedicated Server with a pre-existing world created before the World Config feature was introduced, when the server is next run, the config file will be created.

## Customizing the World Config File

The best way to understand the World Config file is to create a new Single-Player World, make a lot of changes to Custom Factions, and look at the resulting file.

An example of World file names:

* **World File (Don't edit this)** : SuperHappy.dat
* **Corresponding Config File (Human readable text file)** : SuperHappy.dat.config

### Editing the World Config File

It is recommended that you use an advance text editor to edit a World Config file as although it is "human readable", the lines and indentation used in the file is very specific. Notepad++ is a good simple program to use for this purpose.

### Configuration Sections

#### symbols

Each sail symbol used in the world needs to be listed here. This includes any Custom Sail Symbols added automatically at world creation. If you are adding a custom symbol, you will need to add in an entry for it here. The entry should match the file name of the custom symbol you are adding.

#### Factions

Customize Faction details including colors.

See image below for which color on the Faction screen matches up to which variable.

* Faction Screen Colors Annotated
Vambraces of the Tower

## Gallery

* Item details (pre-alpha 2020)

  Light and Heavy Leather
 Light Leather Helmets •  Light Leather Tunics •  Light Leather Gloves •  Light Leather Leggings •  Light Leather Boots   Heavy Leather Helmets •  Heavy Leather Tunics •  Heavy Leather Gloves •  Heavy Leather Leggings •  Heavy Leather Boots

  Light and Heavy Chain   Light Chain Helmets •  Light Chain Tunics •  Light Chain Gloves •  Light Chain Leggings •  Light Chain Boots   Heavy Chain Helmets •  Heavy Chain Tunics •  Heavy Chain Gloves •  Heavy Chain Leggings •  Heavy Chain Boots

   *Slashing*  (Associated Skills: Axe/Great Axe • Blade/Great Blade)    Axes •  Great Axes •  Great Blades •  Great Swords •  Swords •  Halberds

   *Hand to Hand*   Fist Weapons •  Handwraps  Unarmed

  *Piercing* (Associated Skills: Dagger • Spear)    Daggers •  Long Spears •  Short Spears

  *Ranged* (Associated Skills: Archery)    Ammunition •  Crossbows •  Longbows •  Short Bows •  Thrown Items

  *Secondary* (Shields & Held Items)   Arcane Shields •  Shields •  Tomes
Consulate

**Consulate** is one of the factions in Windward.

## Summary

The Consulate is a very balanced faction. It gets a bonus to diplomacy, which allows for better quest rewards and experience rewards, as well as a better/faster increase in notoriety. Consulate players also start with a grappling hook, expanding your reach to nearby crates and barrels. Additionally, Consulate players get a 20% discount when purchasing the Royal Brigantine and Brig of War, both mid-level ships.
Patterns Wiki

We are currently maintaining 526 pages (61 articles).
 **What is Patterns?**
Patterns is your very own 3D universe, complete with physics and gravity. Explore new worlds and make them your own. Invite friends with the new multi-player option and put your imagination and ingenuity to the test as you create simple or complex structures from elemental substances.
The future of Patterns is still unfolding, and the development team is dedicated to updating and improving it with new features, new content, and a commitment to build out a unique adventure mode. The experience has come a long way already, and the momentum to take Patterns to the next level is palpable and growing.
READ THE NEWLY RELEASED STATE OF THE GAME!

The Conclusion of Patterns
Behind the Scenes: UI Preview
Patterns 0.06a update
 **Game Info**

* Quick Start Guide
* Basic Controls
* Substance Pack Editor
* The Cosmos
* Screenshots
* Modding World Settings

* Substances
* Creatures
* Formations
* Bombs
* Physics
* Editing

Patterns Screenshots
 **Videos**
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To write a new article, just enter the article title in the box below.

**Registering**

* Feel free to register and join our user base by clicking **here**.

**Adding content**

* If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
Flying Fortress

The **Flying Fortress** is a ship in Windward.

## Summary

Only appears in level 135+ zones. A flying ship with high defense and a lot of cargo space but turns extremely slowly, more than what its mobility stat may suggest. Flying combined with the somewhat slim design makes it a hard target when on the move, the altitude gives advantage when it comes to range. The real disadvantage of the Flying Fortress is its near-evenly divided firepower, having as much cannons on each side as on its nose. This makes the ship's cannon-damage output lower than that of the ZPL-1700's and just little better than the Turtle Ship's while lacking the support based damage of that two. It takes some good items but its damage and mobility disadvantages can be balanced out turning the ship into something that its name fit.
Factions/pl

W grze Windward występuje siedem głównych frakcji, a każda z nich oferuje inne możliwości i doświadczenia.

## Frakcje

* Piraci - Piraci (znani z czarnych żagli) nie mogą używać opcji szybkiej podróży, ale mogą atakować inne frakcje kiedy zechcą.
* Valiant - The Valiant (znani z czerwonych żagli) są frakcją Wojskową i mają największy współczynnik obronny w grze.
* Consulate - The Maritime Consulate (znani z zielonych żagli) są zbalansowaną frakcją i świetnym Wsparciem (Support).
* Sojourn - The Sojourn (znani z niebieskich żagli) są frakcją Podróżników i mają najszybsze statki w grze.
* Exchange - The Exchange (znani z żółtych żagli) są frakcją Handlarzy.
* Syndicate - The Syndicate (znani z fioletowych żagli) są tajemniczą frakcją, która możesz spotkać w czasie swoich podróży. Aby do nich dołączyć musisz zdobyć co najmniej 50 punktów talentu i 1000 reputacji.
* Aequitas - The Aequitas (znani z pomarańczowych żagli) mają bonusy do wszelkich statystyk i mogą wzywać statki o różnej sile. Aby do nich dołączyć musisz zdobyć co najmniej 150 punktów talentu.
* Neutralni - Biała flaga nie jest tak naprawdę zaliczana do frakcji, ale oznacza status neutralny graczy, którzy nie chcą brać udziału w bitwach frakcyjnych dopóki w grze nie jest włączony tryb wojny permanentnej.

Swoją frakcję możesz zmienić poprzez zmianę flagi w slocie Flagi. Każda frakcja oferuje statkom inne bonusy - zobacz stronę ze statystykami.
World Map

The **World Map** is a collection of biomes representing the world of Windward.

## Summary

The world is split into a handful of environment types, spanning across multiple biomes. These biomes each are represented by a specific type of terrain:

* Arctic
* Boreal
* Subarctic
* Maritime
* Mediterranean
* Subtropical
* Monsoon
* Savanna
* Arid
Brig of War

The **Brig of War** is a ship in Windward.

## Summary

Brig of War is a medium-sized combat vessel that's more powerful than all its predecessors when it comes to firepower, and equally strong in defense as the Royal Brigantine. It's not as suitable for Support roles and has a smaller cargo hold, gaining a 20% bonus to Speed instead.
Brigantine

The **Brigantine** is a ship in Windward.

## Summary

Brigantine is a medium-sized vessel that sacrifices mobility and speed to gain a significant boost in defensive and offensive capabilities. Players that hold off or skip buying the Schooner can get a much more combat-focused ship, albeit at a 50% markup in price. Players that do obtain a Brigantine are advised to try ramming smaller ships in combat to quickly inflict a good amount of damage that scales with the force of the impact.
Twitter

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Assault Droid

**Enemy Class** | Common

The assault Droid is the most common Enemy in warscrap. They spawn in groups to attack the reactors, but can wander away from reactors towards the players. They are the size of a player and carry a gun.

## Behavior

As soon as the assault droid notices a player, from any distance away, it will start firing its gun at them. It will stop firing to reload once it has shot a certain nber of shots. When aggroed on a player, the assault droid will run towards the player, only stopping when within a specific distance.

Assault droids will aggro on players that are within a certain distance of them. They will also aggro on any player that shoots them, no matter how far away the player is.

When not aggroed on a player, the assault droid will wander around slowly, holding their gun up in a passive position against their left shoulder. If they are near an active reactors, they will shoot at the reactor and eventually destroy it.

## Strategies

Assault droids are relatively easy to kill. They will shoot where you are at, not where you are going, so if you circle them at a decent distance they won't be able to hit you. While circling them you can shoot them to death, or wait until they're reloading and use the katana on them.

When fighting a group of assault droids, try to circle the whole group so that none of them can get in any lucky shots. Focus on taking out one at a time, and avoid using your katana unless you're out of ammo.

Assault droids are also prime targets for snipers, as they can be killed in one or two hits safely from a distance. When sniping, make it a priority to kill these bots so that players that are closer to the battle can focus on killing larger, tougher enemies.

Assault droids are also easy to hit with jeeps due to their predictable movement patterns.
Ship of the Line

The **Ship of the Line** is a ship in Windward.

## Summary

The capital ship of choice for players, the Ship of the Line is very slow but has the highest amount of health of all the ships. The strong Defense stat makes this ship especially fearsome for players that specialize in Defense, causing the bulk of the ship's Hull stat to apply to Damage while stationary. Amongst the available ships this battleship has by far the lowest speed and mobility, making the escape very difficult.
Corvette

The **Corvette** is a ship in Windward.

## Summary

The perfect blend of speed and firepower, the Corvette is a favorite combat vessel of many players. This small vessel, no larger than a schooner, packs some serious heat. In skilled hands, it can easily stay in the blind spot of other ships while firing broadsides, making for an easy win. Its incredible speed, mobility and low profile make it easy for skilled players to avoid AoE fire and use hit-and-run tactics to win fights while taking little damage themselves.
Syndicate

The 6th faction is Syndicate -- a shadowy organization that you may encounter in your adventures.

Syndicate won't offer membership lightly. In addition to requiring players to have at least 50 talent points, Syndicate seeks players to obtain at least 1000 reputation with their organization before they (reluctantly) accept you as one of their own.

* They are able to challenge control of regions regardless of whether they have a friendly region nearby or not.
* They are also able to Fast Travel to any region that has a town controlled by any non-pirate faction and they meet or exceed the required level. (Empty or 100% pirate controlled regions are not fast travel-able.)
* It's also not possible for other players to establish embassies in Syndicate-controlled territory.
* Syndicate players get bonuses to their ships' Hull, Speed, Damage and Diplomacy, with none of the penalties that the first four playable factions have to live with.

All in all, Syndicate is a solid choice for higher level players.

## Faction Modifiers

 Sails
 Speed
 Mobility
 Damage
 Accuracy
 Diplomacy
Sojourn

**Sojourn** is one of the factions in Windward.

## Summary

Sojourn is the explorer faction. Sojourn players start with a Diving Suit, allowing them to salvage shipwrecks, gaining resources, experience, and potentially even items by sacrificing some stone. Sojourn also gain experience from discovering new towns for the first time. Sojourn ships have faster speed and better accuracy, as well as a special Volley ability that has a longer cooldown timer but does more damage. The downside is that their ships will not be as tough up close as those of other factions, so keeping their enemies at a distance is advised (this is where the accuracy bonus comes in handy!)

Sojourn players get a 20% discount when buying a Schooner (low level fast offensive style ship), as well as a Corvette (high level version of the same).
Stats and Equipment/pl

Każdy statek w Windward ma zróżnicowane statystyki, które wyznaczają mocne i słabe strony każdego ze statków.

## Poziom gracza

Poziom gracza wykrywa się poprzez podzielenie jego punktów talentów przez 3.

przykład: 68 punktów talentów / 3 = 22,6 --> poziom gracza = 23

## Statystyki

Każdy statek posiada 10 różnych statystyk.

* Kadłub: Twoje punkty życia. Im większa wartość tym więcej obrażeń nasz statek może otrzymać przed pójściem na dno.
* Żagle: Wytrzymałość twoich żagli. Im większa wartość, tym mniej wolniej nasze żagle będą się uszkadzać w walce. Uszkodzone żagle wpływają na mobilność i prędkość (Bardzo ważne podczas walki!)
* Prędkość: Określa prędkość naszego statku.
* Mobilność: Określa zwrotność naszego statku. Im wyższa wartość, tym nasz statek przyśpiesza oraz zwalnia szybciej, oraz pozwala na lepsze skręcenia przy większej prędkości.
* Obrażenia: Im wyższa wartość, tym nasz statek zadaje większą ilość obrażeń. Wpływa nie tylko na obrażenia z dział, ale także na niektóre umiejętności obszarowe (np. Grogolov).
* Celność: Celność dział naszego statku.
* Zasięg: Zasięg ataku dział naszego statku.
* Traf. krytyczne: Szansa na trafienie krytyczne podczas ataku (podwójne obrażenia, lub podwójny czas trwania)
* Dyplomacja: Oprócz bonusów do handlu, wpływa także na Wsparcie, a także na umiejętności obszarowe, takie jak Grogolov.
* Pancerz: Im wyższa wartość naszego pancerza, tym mniej obrażeń nasz statek będzie otrzymywał.
* Przebij. pancerza: Określa siłę przebicia pancerza wroga podczas ataku.

## Mnożniki frakcji

Różne frakcje mają inne bonusy do statystyk.
Drekkar

The **Drekkar** is a ship in Windward.

## Summary

The Drekkar is a versatile ship featuring archers that automatically fire at the nearest enemy ship, slowing it down. (provided they are within range) These arrows can fire in any direction, even directly to stern. (behind the Drekkar) This passive ability can prove useful against stronger NPCs to prevent them getting in firing position. The short range of the arrows, however, forces you to stay within their barrel range.

Drekkar is the choice of strategical players and may fit in any role, yet will not be as effective as more specialized ships. Thanks to its special ability, the Drekkar can easily overwhelm any other sailing ship in one on one situations but can have trouble escaping multiple enemies. The arrows do not affect flying ships, not even while landed on water.
Frigate

The **Frigate** is a ship in Windward.

## Summary

The Frigate is the perfect balance of all the possibilities, it has the exact same offense, defense, and support. The mediocre stats doesn't allow it to rely on a single aspect but require having something else to back it up (high damage will not be enough to match other ship but diplomacy is needed for that as well, for example). With the right setup the Frigate is capable of outmatching the other ships regardless of their gears at least on technical level due to the fact it have the second highest total stats out of any ships exceeded by the Ship of the Line only and matched by the Galleon. Nothenless it takes some practice.
Dragonfly

The **Dragonfly** is a ship in Windward.

## Summary

Arguably the best ship in the game. Seriously lack defense and support while sporting incredible amount of offensive power and an impossible-to-match agility. There is always options to set it up for anything a captain can imagine but its effiency kicks in only when focused on hit and run tactics. The thing that makes it the best is the offense value of 600. It is enough to turn a normally just high damage stat into instantly killing blasts. The mortar special ability with reliable critical chance cause as much damage as something only the Ship of the Line, the Turtle Ship and the Flying Fortress can survive though leaving even those on verge of defeat. Once the cannons start firing too the defiance skill won't be enough to save the ship anymore.
Turtle Ship

The **Turtle Ship** is a ship in Windward.

## Summary

The Turtle Ship is a heavily armored vessel that features a powerful forward-firing Fire Breath that does twice as much damage as a Grogolov Cocktail, provided the player can keep the enemy ship within the breath's radius.

This ship may be considered as the "royal" variant of the Ship of the Line. What it lacks in firepower the ship easily makes up for with support. It can not rely on cannon fire, but instead on Grogolov Coctail and the Fire Breath. The Turtle Ship has the highest defense amongst support oriented vessels, and combined with the ability to heal itself makes the ship have high staying power even in tight situations. This, however, (because the shared cooldown) decreases its damage output.
Custom Sail Symbols

Windward features the ability to create your own Custom Sail Symbols to be used in Single-Player or Multi-player.

## Creation and Implementation

All Symbol textures need to be in PNG format, stored in the Symbols sub-folder and the max size should be 128x128 pixels, any greater is a waste of resources.

### Creating a PNG Image File

Most image editing software should allow you to create a PNG file. The Symbol texture itself really only contains two elements, the texture itself (color is irrelevant) and the Alpha or Transparent channel.

### Symbol Behavior In-game

When creating Custom Sails, you need to be aware of how the symbol will behave in-game. If the symbol goes right to the edge of your image file, when placed on a sail in-game it will continue outwards over the whole sail. Unless this is the look you are going for, you will need to add a transparency gap around the border of your PNG image. A good rule is to create your symbol, set it's dimensions to be 124x124 and then add a two-pixel border of transparency around it so it is 128x128.

* Symbol has a transparent border.
* Symbol is placed nicely in center.

#### Filling sections of the sail with Solid Color

If you intend for the symbol in the image to continue past the border of the image, just be sure to not leave a transparency gap in your PNG. It will continue along until the end of the sail itself.

* Right half of the symbol filled to edge.
* In-game the entire right half is filled.

#### Filling Other sails with Solid Color

If the very bottom left pixel in your image is not transparent, the symbol wont just continue to the edge of the main sail, but it will fill the other sails with solid color as well.

* Bottom left pixel is used.
* Symbol color continues over additional sails.

#### Repeating Patterns

It is possible to create repeating patterns for sails as well. When you are naming the file, simply add a space and the word "Repeat" at the end of the file name (eg. "Pattern1 Repeat.png"). When viewed in game, the pattern will repeat taking up the entire sail. Instead bottom left corner, repeating pattern uses 7th pixel from top right corner going diagonally for sail color.

* Seamless pattern.
* Entire sail is covered.

### Making It Available In-Game

Place your brand new Custom Symbol in your Documents\Windward\Symbols\ folder. Once you have copied your PNG file to the correct location, any newly created worlds will automatically have a reference to the custom symbol added into their World Config file. It will become available during the Custom Factions process of world creation, and available in-game as items to be purchased, picked up and traded.

See the Dedicated Server page if you wish to add Custom Sail Symbols to your Dedicated Server.

## Video Guide

For a video from the developer on how to add Custom Symbols, see http://www.youtube.com/watch?v=9pW8oi-C-Mg
Twitter

Tweets by @BuildPatternswindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Early Alpha

By definition, an Alpha test is a test carried out by the developer and player of an experimental or unproven software. Patterns is in Early Alpha, meaning that, while the game itself has a relatively finished core design and mechanic, it may also have a large number of bugs, may face removed or added materials in later releases, and may ultimately end up completely different than it is in its current form. As the game updates, so will this wiki, but please be mindful that when an update happens to Patterns, the developers have likely had several weeks to develop the software; this wiki, on the other hand, will receive information as you do, and we depend on your editing to stay current and up to date.
Sloop

The **Sloop** is a ship in Windward.

## Summary

The quickly obsolete, twin-sailed sloop is every player's starting ship. It isn't the strongest but it is quite maneuverable for its tier. Despite its agility it is quite difficult to remain in the blind spot of a larger enemy warship for a long period of time, especially against an experienced helmsman.
Rumors

Rumors are a great way to make gold quick. They will give you hints on what goods to buy and where to sell them in order to make the most amount of money. Despite their name, rumors are never wrong. Some cities may not have any goods (Cargo tab) available until all of the pirates or enemy factions has been defeated in a given area.
Aequitas

This faction, called Aequitas, gets even better base stats than Syndicate and is difficult to obtain membership in because it requires 150 talent points.

* Aequitas players can Fast Travel to any region that's not controlled by pirates
* Aequitas players always travel with an escort, and are able to summon ships at will to help them out.
* Aequitas players are able to create and gift rewards to other players for aiding them in some fashion.
* Aequitas powers grow as the player keeps gaining Talent Points, learning to summon more powerful ships and grant increasingly better rewards.

These are the commands and their necessary talent points that you can use if you belong to this faction:

* /summon0 <factionID> -- 150 TP -- Summon a ship
* /summon1 <factionID> -- 225 TP -- Summon a captain
* /summon2 <factionID> -- 300 TP -- Summon a pirate lord equivalent
* /summon3 <factionID> -- 375 TP -- Summon a dread lord equivalent
* /award2 <player name> -- 150 TP -- give a random +2 item to some player
* /award3 <player name> -- 225 TP -- give a random +3 item to some player
* /award4 <player name> -- 300 TP -- give a random +4 item to some player
* /award5 <player name> -- 375 TP -- give a random +5 item to some player

## Faction Modifiers

 Sails
 Speed
 Mobility
 Damage
 Accuracy
 Diplomacy

## FactionID

* Pirate - 0
* Valiant - 1
* Consulate - 2
* Sojourn - 3
* Exchange - 4
* Syndicate - 5
* Aequitas - 6

See also **/summon command** for Aequitas Faction.
Factions

There are seven main factions in Windward, each granting special modifications to play style and experience.

## Factions

* Pirate - Pirates (known by their black sails) can not fast travel on maps but they are free to attack all other factions at any time.
* Valiant - The Valiant (known by their red sails) are the "combat" faction of Windward and have the highest defenses in game.
* Consulate - The Maritime Consulate (known by their green sails) are the balanced "jack of all trades" faction, and excellent supporters.
* Sojourn - The Sojourn (known by their blue sails) are an exploration-centric faction and have the fastest ships.
* Exchange - The Exchange (known by their yellow sails) are the trade oriented faction.
* Syndicate - The Syndicate (known by their purple sails) is a shadowy organization that you may encounter in your adventures. 50 talent points and 1000 reputation are required.
* Aequitas - The Aequitas (known by their orange sails) have bonuses to their stats and are able to summon friendly ships of different strengths. 150 talent points are required.
* Neutral - The white flag is not a real faction, but a neutral status for players who don't want to be disturbed in online play, as long as permanent war is not enabled.

Your faction may be changed by equipping the faction's flag in the pennant slot. Each faction also offers different ship benefits - see stats page.
Custom Factions

Windward gives you the ability to customize the names, colors, flag symbols and information used for each of the Factions in game. This feature is available when you first create a new World by clicking on the "Factions" button. If you wish to add custom factions to a pre-existing world, see World Config.
Valiant

**Valiant** is one of the factions in Windward.

## Summary

Valiant is the combat faction of Windward. They lose a bit of profit because of their focus on combat, but they gain a volley ability with a faster cooldown timer than other factions (though this is gained at the cost of damage). Valiant members also gain experience bonuses from defeating enemy ships. Additionally, Valiant players get a 20% discount on Ship of the Line purchases, which is the toughest ship of the entire game.
Commodities/pl

**Towary** to przedmioty, którymi możemy handlować w świecie gry Windward.

## Podsumowanie

Cena towaru zależy nie tylko od jego standardowej wartości, ale też od innych czynników, takich jak twoja Dyplomacja, wielkość miasta czy poziom danego regionu.

Potrzeby miast są zależne od klimatu w którym dane miasto leży (np. miasta leżące w jałowych regionach nie będą nigdy żądały futer) oraz pobliskie klimaty w przypadku dużych miast.

## Lista towarów

Lista ta przedstawia wszystkie towary występujące w grze. W tabeli tej widnieje także w jakich klimatach możemy znaleźć określone towary.
Ships

There are a large variety of powerful and unique **ships** available to players of all factions in Windward.

## Unlocking new ships

New ships can be unlocked by destroying ships of the same type, after multiple kills a blueprint will be granted which will then allow for purchase of the new type of ship. One kill will give players 10% chance getting the blueprint, while the 10th kill of the ship type will give 100% chance (guaranteed) getting the ship's blueprint.
An exception to this rule is the ZPL-1700 ship which can also be unlocked through a quest. Drekkars and the turtle ship can also be unlocked by causing a pirate king (wielding one) to sink.

## Ships

This table is not a complete list of ships in-game:
Objectives

*This article is a stub. You can help Warscrap Wiki by expanding it.*

There are plenty of things to do in warscrap, and there is objectives that you make on your own, but here are the more general objectives.

The only way to NOT do this is be a Rogue, Rogues are downright cool, your own base (you have to share with other Rogues) and they can find 1 shop around your base. And if you are a rogue you can get a super core FOR FREE! Don't even try to attack.
Defensive Structures

**Guard Towers**

Guard towers may be purchased from the 'Items' tab while docked in a colony. If you do not see one for sale, then the current colony is not of high enough level, or there are simply none in stock currently. They cost 56 gold, and will then cost an addition amount of wood when placed. To place a guard tower, while docked at a colony, right click the cargo box icon for it and choose 'Equip'. Then, navigate your ship close to any land area in which you'd like to place it, and click the guard tower button on the hot bar at the bottom of the screen, and mouse over the chosen land area. You must be relatively close to where you'd like to place the tower in order for the target to be green and place the structure.

Once a current guard tower has been 'destroyed' it will become neutrally owned and be sitting at roughly 1/4 of its total health. To capture it, simply keep your boat within the light blue circle that appears after you are out of combat. Once captured, it will slowly repair itself, or you can manually repair it by clicking on the repair icon over it, which will cost 18 wood.

**Lighthouses**

Lighthouses do not have any sort of attack, but simply provide a larger range of view surrounding it, uncovering the fog of war.

Lighthouses may be purchased from the 'Items' tab while docked in a colony. If you do not see one for sale, then the current colony is not of high enough level, or there are simply none in stock currently. They cost 28 gold and an additional amount of wood when placed. To place a lighthouse, while docked at a colony, right click the cargo box icon for it and choose 'Equip'. Then, navigate your ship close to any land area in which you'd like to place it, and click the lighthouse button on the hot bar at the bottom of the screen, and mouse over the chosen land area. You must be relatively close to where you'd like to place the lighthouse in order for the target to be green and place the structure.
Reputation/pl

**Reputacja** jest kluczowym elementem świata gry Windward.

*Oswobodzenie miasta dla innej frakcji może zdarzyć się raz dla danego regionu. To pozwoli ci na zdobycie reputacji z daną frakcją i uzyskanie zniżek przy kupnie towarów.* *[source]*

## Podsumowanie

Zależnie od twojej reputacji, w mieście pojawią się inne zadania oraz plotki. Plotki mogą ci pomóc przy sprzedaży i kupnie towarów w celu uzyskania z tego jak największych zysków. Plotki ograniczają się tylko do obszaru, na którym znajduję się port w którym aktualnie jesteśmy, oraz wyróżniają surowce, które bezpośrednio są powiązane z danym miastem (Surowiec A jest potrzebny w porcie B i można go tutaj kupić).

Zatapianie wrogich okrętów, przejmowanie wież i zabezpieczanie regionów pomaga ci polepszyć stosunki z twoją bieżącą frakcją.

W przeciwieństwo do prawdziwych pogłosek te nigdy się nie mylą. Chodzi o to, że warto zawsze sprawdzić dwa razy czy prośby miast się nie zmieniły, gdyż plotki potrzebują trochę czasu. aby się odświeżyć.

Reputacja zwiększa się zgodnie z poniższą kolejnością (każdy gracz zaczyna jako Neutralny, Nielubiany lub Znienawidzony, zależnie ile danych statków frakcyjnych zatopił):

* Znienawidzony
* Nielubiany
* Neutralny
* Kurier
* Wspólnik
* Porucznik
* Komandor
* Kapitan
* Admirał

Osiągnięcie rangi Admirała umożliwia ci założenie unikatowego zamiennika bieżącej flagi oraz odblokowuje osiągnięcie.
Towns / Colonies

## Towns/Colonies Summary

All colonies have a level between (1) one and (10) ten. The higher the level, the larger the size, available quests, cargo, items, etc.

## Leveling Towns

Towns can be leveled by completing quests or fulfilling supplies needs. Towns have a maximum size of 10, though this number can be lower based on size restrictions. The maximum level of a town can be seen in the town GUI on the top, which shows the current town size versus the maximum town size.

In multiplayer, admins can use the "/grow" command to instantly make a town the highest available level.

## Trading and Questing

Trading in the Town is done by clicking on Commodities and seeing what they have and what they need. The rumors tab may have information about commodities that surrounding towns may need, or where to find commodities that are currently in demand. Occasionally, passing friendly captains may also share information about needs or surpluses as part of their dialogue. Commodities are cheaper with a higher diplomacy stat and higher faction reputation. Not all commodities can be found in every region, so be sure to check the Commodities page to see a list of available commodities and their respective biomes.

Quests can be completed both from towns and through finding Sealed Letters. If a town does not have any available quests, try leveling up surrounding towns and fulfill resources needs.

## Items

Towns that are in contested regions have reduced stocks of Items, typically having increased rates of salvageable crates of wood, stone, and gunpowder. Towns in controlled regions have much larger stock of equipable items, though these are normally at a substantial markup.