Patch Notes

Every change, build by build

A new build almost every day. The features and improvements that shaped each one, with the small fixes folded into a single line. For the short version, read the Dev Log.

  • 19daily builds in 19 days
  • 230new features
  • 158improvements
  • 175fixes and behind-the-scenes changes

· v0.2.26

Seaborne v0.2.26

New

  • The Gales of November: a four-leg escort of the Saint Edmund north from Bordeaux. Snow, mountainous seas, St. Elmo's fire that spares your canvas, and a rescue at the end that pays by the man. Ask at the underwriter's door in Bordeaux.
  • The Great Lakes are sailable: up the St. Lawrence into Ontario, Erie, Huron, Michigan and Superior.
  • Two new titles, once per account: Collector of Strange Curios for the grey lady's errands and Master and Commander for the lost squadron's, announced on Discord when earned.
  • Runaway wives can be found: taproom talk places them, and knowing where she is opens a mission in the top left.
  • With a wind book for those waters, your navigator and fleet ships lay the fastest course by the wind, not the shortest.
  • A master lookout with a Telescope reads the range to the ship under your crosshair.
  • Plague ships off your towns: let her in for his money, order her on, or pay her to go to a port you name.
  • You can rename the ship you're sailing, from the Flagship row of the fleet book.
  • A new paint row reaches the dark band under the rail, which nothing could paint before.
  • Landmarks as they stood in 1510: Genoa's Lanterna, Alexandria's great fort, now armed, and ten more across seven towns. Cascais rebuilt to match the title screen.

Improved

  • Ships take 30 to 80 seconds to sink now, listing and pitching as they fill, masts snapping as they roll.
  • Your crew fight boardings themselves: hooks thrown and hauled, the party over the rail, the rest holding ours with pistols.
  • NPC and fleet ships fade in and out instead of popping, and falling masts throw spray where they hit the sea.
  • Pad prompts use the right button names for DualShock, DualSense, Switch Pro and Steam Deck.
  • The B and F wheel rings now fit every entry.
  • Name tags over friendly consorts are gone; the telescope names them instead. Only other captains' flagships are tagged.
  • Oar crews are sized to the ship, so a big hull gets a full gang on the sweeps.
  • Keeping company, the flagship can trim to 5% canvas so consorts can catch up.
  • The lost squadron and the grey lady no longer tell you how many errands there are.
  • Leaving a faction blocks rejoining it for 24 hours and reverts its ports, the PvP timer sticks through a change of flag, and quitting while flagged leaves your ship on the water until it runs out.

Fixed

  • Divisions arrive spread out in formation instead of stacked on one spot, and your flagship sits in the real Flag Division again.

Plus 10 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.25

Seaborne v0.2.25

New

  • Globe view: press G with the chart open to see the world as a sphere. Drag or use WASD to turn it, the wheel to zoom, and a red thread from your ship gives the true shortest distance and bearing to anywhere. New Codex pages explain it.
  • The Lost Squadron: a new fleet questline. One of your masters tells you about a widow in a home port the first time you make port with two or more consorts in company. Eleven errands, all sailed with your division alongside you.
  • Each errand earns a keepsake that stays aboard your flagship and strengthens every ship in the Flag Division. They sit on an outer ring of the fleet wheel, with journal and Codex entries.
  • Grog is now a ship's store at every chandler: 12 g a ton against wine's 45, but only 60% as effective. The crew drinks grog before wine.
  • Key callouts along the foot of the screen: a ring for every radial wheel, and pop-up prompts for what you can do right now (hail, board, make fast, claim wreckage, settlements, sea and home-waters events). Both have their own switches in Settings. The old bracketed text prompts are gone.
  • With a controller at sea, the pad's buttons get the same rings, and holding aim swaps them for the gun controls. Buttons that would do nothing are hidden.
  • Fleet cards now show what each ship is hauling and where to, with her full hold in the tooltip.
  • The market can buy into and sell from your whole Flag Division's holds as one, picked by default when a consort is in port with you.
  • Ship's papers have a Particulars line: length, beam, draught, timber, rig, canvas, guns and metal, best and cruising speed, rated crew.
  • The Tab menu and the port menu both show the date, the day number and the watch.
  • Divers can be signed on for 10, 20, 40 or 60 days, priced to match.
  • Faction towns you founded or won over now pay monthly dues into the chest, at a rate the head sets.
  • The faction town page, towns list and Treasury are now drawn as dials, bars, flow and picture cards instead of lines of text, and the Headquarters shows monthly income under the chest.
  • The wings are folded into a new "The Faction's Seat" page, where you upgrade the seat or move it.
  • Plain members can only pay into the faction chest. Officers can pay members, with payouts held until an offline captain is seen again, and every coin in or out is now recorded with a date.
  • A "Mute all music" switch at the top of the Sound page, which has moved into Settings.
  • Your fleet ships now fly alliance banners, as your flagship does.
  • A ship of your own division that falls out of hail gets her own amber mark on the chart.
  • The title screen background now moves instead of being a still painting. The loop is still being smoothed.

Improved

  • Magazine explosions rebuilt: a fireball, a rising column of fire and smoke, burning debris thrown off, and a shock ring across the water. The sound is unchanged.
  • The wood thrown off a hull hit is now jagged tumbling timber lit by the sun, with pale broken faces, instead of flat brown streaks.
  • Broaching is harder to start but hits just as hard: it needs a steeper face, more angle off the sea, and you properly surfing.
  • Repair kits mend over 30 seconds instead of instantly, with a 15 second rest each.
  • Cinematic camera transitions are 50% slower.
  • Your patrols now sail aggressive and hunt pirates, including out of sight. Crown patrols go after any pirate whatever the odds, take on near-even matches, and count consorts' guns on both sides.
  • Fire a distress flare and every friendly or allied ship within 12 km answers, fights alongside you, keeps formation about five minutes, then goes about its business.
  • Chart mouse: left adds a nav point, right raises the glass at once, middle strikes off the last. Ship controls on the mouse do nothing while the chart is open.
  • Radial wheel timers now tint the whole box, green while a call works and red while it rests, receding outward as time runs down.
  • Wheels only draw as many slices as they use, so no more dead grey wedges.
  • Boarding callout: with an enemy's canvas shot to half or less, a line tells you what's still missing to board her.
  • When your division's leader makes port, her purse now covers any shortfall in the consorts' food, water and repairs.
  • Founded and faction towns get a painting made from the real town, always shot under clear midday light.
  • Chart legend and footer, and the yard menu plates, are easier to read.
  • First Division is now the Flag Division; divisions can't be renamed and a new one takes the lowest free number.
  • The colours ring pulses red while you fly false colours, and Belt and Kits go red when nothing on them can be used.

Plus 11 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.24

Seaborne v0.2.24

New

  • A fleet ship taken by raiders is no longer struck off and lost. She is kept whole, under a prize captain, and runs for a distant port. Taprooms carry rumours of where she was passed and where she's bound, with a mark on your chart. Board her and you get your actual ship back, with her name and fittings — her hold and strongbox stay with the raiders.
  • Taken ships sail on their own hull and paint, including hulls you drew yourself, and the spyglass names her as yours so you know which ship to chase.
  • Taking back your own ship is never piracy — firing on her, boarding her, even sinking her counts against no crown.
  • A ship lost before today will be traced the next time you load that save, if she was a standard class from the yard.
  • Crowns at war now send 2 to 4 warships out of each capital they hold. They leave harbour already formed up with guns run out, hold station in the capital's waters, and go back in when peace is made. Lisbon, Seville, London, Bordeaux, Venice and Istanbul are guarded from day one.
  • Your guns now damage town buildings — houses, warehouses, churches, windmills, lighthouses. They scorch, burn, collapse into rubble, then get scaffolded and rebuilt over about nine days. Only towns that count your fire as an attack take damage. Shared in multiplayer.
  • Raids now leave visible damage: a successful headquarters raid flattens a fort battery and burns waterfront buildings; Home Waters raids set waterfront houses alight.
  • Faction heads can set taxes in every town the faction holds: separate rates for captains' trade and NPC trade, plus a monthly cut of warehouse funds over a threshold you choose. The money goes to the faction chest.
  • Every town now charges customs on your trade. Your own crown and its allies take about 5%, neutral crowns 8%, rivals 15%, a crown at war with you 25%. Reputation moves the rate within its band, and the market screens show the line.
  • Ships in a division now sail as one unit: a random formation shape kept by the division, the pace of the slowest hull, shared enemies so escorts answer anyone attacking the trader, and orders given to the division rather than the ship.
  • A fleet trader stalled on prices now takes short local runs nearby while it waits, instead of sitting idle.
  • New warehouse button, "Needed: pay any price": supply ships stop holding out for cheap and buy what the keep list and builder's bay are short of. Switches itself off once the warehouse is stocked.
  • Faction jobs can now be cancelled from the job page, with a screen telling you what you lose first. The head, officers and the captain who posted it can cancel.
  • You can mark a theatre of war from the faction desk at sea, not just in port.
  • Loading a save while sailing with other captains now takes you out of the shared sea, and leaving or loading while in a fight starts a 30-second countdown with your ship still on the water. Escape cancels it.

Improved

  • The chart only names a town, fleet or division when you hover over it, so Europe is readable again.
  • Wars and alliances fits on one page, with each nation's flag on its row and separate tabs for crowns and factions, in port and at sea.
  • One way into your faction in port now: Society, then your faction.
  • The journal no longer caps at 400 entries. A whole career is kept.
  • Buying a port off its council costs three times as much.
  • Fort fires now burn out a few minutes after the last hit instead of smouldering for days, damaged batteries get scaffolding while they mend, and loading a save repairs the forts for the days you were away.
  • Camera zoom-out is 40% closer.

Plus 6 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.23

Seaborne v0.2.23

New

  • Burning ships can now go up with their magazine when they sink — nine heavy blasts, smoke on the wind, the hull thrown over and gone in under a second. Roughly one in four burning ships, more often when she's well ablaze. Anything close alongside takes damage, so mind where you are when she goes.
  • Captain's Tally, a new page on the Escape menu: miles sailed, days at sea, best speed, storm hours, furthest north and south, ships sunk, prizes, shots and hit rate, whales, ports found, harbours entered, stars charted, shanties, Codex pages and your richest purse.
  • Fog is its own weather now — light wind, grey cloud, no rain, about 1.5 km of sight, with a bank standing on the horizon. It forms out of calm weather and clears to fair, and it's commonest in quiet seas like the Mediterranean.
  • The chart opens in port now, over the harbour screens, with the same key as at sea.
  • New setting, Gameplay → "Chart on a toggle": M opens the chart and a second M closes it. Off by default, so holding still works as before.
  • The whole world can now be charted. Survey parties walk inland from your camp instead of clearing one circle, spending their reach only on new ground, crossing pack ice and rowing across lakes and inland seas. The foot of the chart now reads what share of the world you've charted.

Improved

  • Radial wheel text is far easier to read: a dark outline behind every letter, larger small lines, solider plates, brighter resting and locked wedges, and long labels no longer have their first and last letters cut off.
  • Broaching bites. A wheel left amidships will not save her — she slews round toward the trough, heels to the outside and loses way. Meet her with hard wheel against the slew and you take her back. It starts earlier, and Rourke calls it sooner and says which way to put the wheel.
  • Rogue waves are now aimed where your ship will be, not where it was, are wider across and stand much higher and steeper. If one will pass clear of you, the lookout says so instead of telling you to turn into it.
  • The rainy murk now comes up about one turn in twelve instead of one in five. Rain and storms still shorten your sight line, but the distance goes dark grey rather than pale mist.
  • Buccaneers turn up more often, and in new waters: the Guinea coast, Madagascar, the Arabian Sea, Malacca and the South China Sea. The Caribbean still has the most and the best of them.
  • Traders strike their colours a little sooner — a mauled hull with her rig shot up will now give up without half her crew dead first.
  • Titles you earn are now kept on your Steam account, so any captain you start can wear them. Older saves hand theirs over the first time you load them.
  • In the test build the sea now runs much further west of Portugal, so a fleeing sloop can be run down instead of dragging you into the boundary.

Fixed

  • Your ships keep their yard dye. Shifting your flag to a consort no longer gave the ship you left a random suit of sails and hull paint.

Plus 12 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.22

Seaborne v0.2.22

New

  • Faction Headquarters, in your faction's seat: a roster with promotions, a treasury, and a job board posting privateer letters, war cruises and town raids. Raids get a planning page — send spies to survey the garrison, then set the ships, guns and men, and sail it yourself or pay captains. The seat now favours a town you founded, and the head can move it for a fee.
  • Fourteen new events near home: crown ships probing your fort, a blockading sloop, landing parties, man overboard, cargo adrift, a race, whales and more.
  • A Port door on the quay gathers Grow town, Works, Artificers, Home, Warehouse and Headquarters, with reasons shown when one can't open.
  • The prologue can be skipped at any time, from New Voyage or the Escape menu, and your place in the story is kept.
  • Distress flare on the C wheel calls faction and allied fighting ships within 12 km to your aid. You and your faction's ships can no longer sink or board each other.
  • Wives can sail with you and take no berth. Aboard, each nurses the dying and saves on sails and stores — but enemies hunt a prize wife and will board you to take her.
  • A Builder's Bay in the warehouse reserves the materials for your town's next step and sends supply ships after what's short.
  • Shipyard ways are a paid upgrade on the Master Builder's page now: 1,100 tons at a crown capital, 1,500 at a faction-held one.
  • Three new wind books — the Middle Sea, the Northern Seas and the Indies — with arrows on the chart like the rest.
  • Two ships drawn by Elite Watermelon join the NPC fleets: the great nau Santa Catarina do Monte Sinai and a Portuguese galleon.
  • The East Indiaman joins the drafting table, now lighter at 1,088 tons, and both tables have File → Save as…
  • A ship that mutinies runs for a distant port, and the taproom tells you where she went.
  • The grey lady now gets a Cove to sit in at ports too small for a tavern.

Improved

  • Port screens rebuilt with bars, icons and portraits instead of text: the officer you're hiring, your crew, repairs, ready to sail and the market deal.
  • A founded town's builder page is drawn now, with a Settlers section showing what they want and the gold still needed.
  • Prologue: every speaker has a painted face, the narrator is named, your initials appear on the papers you sign, and thumbprints show pressed in wax.
  • Moniz, Martim and Bento sound less robotic, and Rourke shouts when she broaches.
  • Distant land and sea fade into horizon haze, and the waves and rain are less regular.
  • Sail damage builds with wear instead of looking shot through at the first scratch.

Fixed

  • Framerate with several ships in sight: NPC sail work shares one budget, gybes no longer rebuild the rig, and crew hide past 150 m.

Plus 10 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.21

Seaborne v0.2.21

New

  • Mates now improve their trade skills over time. A mate standing his station at sea gains in his own trade, and every mate aboard the flagship learns from the best hand at each skill — another mate or the captain himself. Green hands learn fast, masters slowly. Benched mates still learn, at a quarter the rate. You get a note when a mate's dockside rating moves up a tier.
  • 28 sailing terms added to the Codex glossary — points of sail, windward and leeward, tacking, wearing, gybing, reefing and more. Each one is written into your Codex the first time you actually sail it, with its meaning, how to say it, and a note on the real period. The Seamanship pages now unlock in play as well.
  • Divisions need a navigator who reads the stars. A division is led by the first ship aboard which a navigator of 70 or better sails; one with nobody who reads the stars can only follow you or lie to. Any fleet ship under a plain navigator can follow you, escort a celestial navigator, or hold. Ships already out on a run finish their leg and stop at the next port. The fleet board greys out the orders that won't work and says why, and marks captains who read the stars with a ✦.
  • Plague ships are now sailed up to rather than handled from a menu. The lookout calls her yellow flag, Rourke speaks when you come within hail, and you board her with the grapples as you would any ship — first press for the risk and the numbers, second to send the party across. You can also sink her with your own guns or simply stand off and leave her.
  • The grey lady is far easier to find. She now takes her first table at one of the six ports nearest home, a barkeep names her port outright, a grey "?" marks her on the chart until you sit down with her, captains at the sailors' table boast of her curios, and a scrap turns up on some job boards. If you haven't met her after ten days, a dock boy hands you a letter with a small gift inside. A standing "Unfinished business" line in the journal tracks her, and the Codex has a new Curios section reading 0 of 10 from day one.
  • Your faction can send its own envoys to court a town's council: pick a target from a list, fill a gift chest from your purse, and she sails from your nearest town. Sink her or rob her and the chest is lost.
  • Ports that go short of a good now grow hungrier by the day and will pay up to five times base price for it. Landing a good cargo satisfies the town and the price falls back.
  • Ming now holds Macau, so it sends envoys, patrols and war fleets like any other crown.

Improved

  • Buying a town is much harder. Flip costs are far higher across every port size, gold spent on growth now counts only a tenth toward winning a council, and influence you've bought fades 2% a day. Towns founded by a player or faction can't be bought at all — only taken by force.
  • Alliance banners now show both parties: your ensign beside the ally's, with a two-band tail in both primary colours. One banner per ally, up to four, and the allies you've most recently sailed with hang at the top.
  • The grey lady now states her errands plainly — what to do, where, and where to report back — and names the port she's moving to. Each gift says what it does. Her painting hangs in the taproom while she's in port, and her portrait is on the corner-table door.
  • The Codex front page lays its sections out three across with gold marks, so the whole list fits on one screen.
  • A founded town's Master Builder page now shows what it needs as icon boxes with counts, green when you have enough and red when you're short. The boxes are larger at ordinary ports too.
  • Curios sit on their own ring outside the Ship's Business belt, each showing its bonus, so the belt itself holds only things you can press.
  • Distances at the helm and in the course book now read as real-world kilometres.
  • The chase camera stops at 45° when tilted down instead of 70°.
  • The ship's band stands about 25% further apart.

Plus 8 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.20

Seaborne v0.2.20

New

  • Claim and besiege a port for your faction: blockade it, breach the walls, choose a landing beach and command the waves from the sea, then hold the town for its dues.
  • Faction warships: two guards lie off each of your towns with a yard, and four-ship squadrons blockade an enemy in wartime.
  • The House of Artificers, a research house raised in a large town you hold, with six lines of ship work — guns, hull, armour, crew, helm, berths — fitted at a faction yard over a few days.
  • The Northwest Passage: in rare warm summers a narrow lead opens through the Canadian Arctic. Only an ice-doubled hull can work it, at a crawl, and the crossing earns a new title.
  • 29 more treasure hunts, 32 in all: dead men's riddles on real coasts, no coordinates, no warmer or colder.
  • 113 wrecks to salvage, eight live in the world at a time, found by rumour and lifted with hired divers.
  • Events at sea — plague ships, boats adrift, castaways and more — each choice showing its cost in plain numbers.
  • Fairs on the port calendar that shift what a town wants and pays, listed in the almanac.
  • Sell your surveys, and take credit for first sightings.
  • Eight Asian crowns — Gujarat, Bengal, Aceh, Siam, Sunda, Gowa, Ternate and Ming China — trading the Indian Ocean and eastern seas, and rarely leaving them.
  • Four new hulls to meet out there: the Javanese jong, a Chinese war junk, a dhow and a lancaran, with battened junk sails and oars.
  • The Cabinet of Curiosities, a new room for your house with glass cases for your finds, laid out by rarity.
  • Sold one-offs resurface: 60–120 days on, a dealer in its homeland has it at full price, or a notorious corsair is carrying it. Gifts to a barmaid come home if you marry her.
  • The world moves on while you're away: towns finish growing, walls finish, orders come ready and markets settle, with a note when you load.
  • Chart waypoints: left click adds a mark to your course, right click takes the last one off.
  • A real history on every Codex page, and a new Shanties section with the words to all 19 songs.

Improved

  • Controller menus move by focus instead of a fake mouse pointer — escape menu, settings, title screen and every port room. B and Start go back, D-pad or left stick moves, A picks, bumpers turn pages, sliders take left and right. The chart and the drawing screens keep a pointer.
  • Controller gunnery: hold the left trigger and the left stick walks the sight across the water while the right stick still swings the camera.
  • Rivers run much further inland — the median length more than doubled, the Amazon out to Iquitos, the Danube to Vienna — and the Rhine is navigable.
  • Tap J to run your own colours back up, hold J for the colours wheel, and its centre button opens the painted flag locker.
  • The shanty bonus now holds for the whole song and ten minutes after it.
  • Cat's paws are darker, duller and rougher, so you can see the wind coming.
  • Question marks from taproom talk now show under the magnifying glass.
  • Lowering the spyglass leaves you looking the same way instead of snapping back.

Plus 7 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.19

Seaborne v0.2.19

New

  • The prologue is now the opening of the campaign. A new captain plays it through; after that, every New Voyage asks whether to play or skip it. Your progress is kept chapter by chapter if you stop partway.
  • Skipping the prologue starts you where it ends: the brig, her wear, Rourke's ensign, your instruments and the war already under way.
  • Everything in the prologue except the captain's own lines is now voiced, narrator included, and questions put to you speak in the asker's voice.
  • Rogue waves in heavy storms. One wall of water out of the weather, with the mate calling it. Meet it bow-on and you ride over; let it take you across the side and it costs a third of your hull.
  • The far north is closed by pack ice, laid out as it stood around 1510: the polar sea, the Canadian Arctic, north of Russia. Hudson Bay, the Labrador shore, the White Sea, the Bering Sea and the top of the Baltic freeze and open with the seasons, and the ice shows on your chart. There is an Antarctic ring too, with the Drake Passage open.
  • Storms now belong to a patch of sea rather than the whole world. Lisbon is much as before; the Caribbean worsens in hurricane season, and Cape Horn, the Cape of Good Hope and the Roaring Forties are genuinely foul.
  • Fleet traders sailing on their own can now be robbed or sunk by pirates and privateers. Escort guns scare raiders off, a lost navigator goes back to the taverns, and you can insure a hull before she sails. Danger is listed per sea on the trade screen, and a raider seen from your deck is a real ship you can fight.
  • Four things to do on a long passage: chase cat's paws across the water for real extra wind, ride a following swell, haul on the beat during a shanty, and trace constellations at the sextant. Each pays a speed bonus, and the new words go into your Codex.
  • Taking a ship now opens a proper page: her name, her captain, gold, special items and cargo. Gold and curios come over when she strikes; her cargo is your choice.
  • Piracy is now spelled out and enforced. Taking a prize in peacetime, or sinking a ship after she has struck, counts as piracy, and the prize page warns you before you do it.
  • Fire on a ship that is already fighting another crown's vessel and that crown thanks you for the rescue, more so against corsairs.
  • A "Keep company" order on the F wheel: your navigator shortens sail so consorts can hold station.
  • Warehouses can now keep a list of goods for your supply ships to fetch, feed the works from the floor, and collect finished goods back.
  • St Elmo's fire on the mastheads in a night gale, with Rourke's word for it.
  • Spray off both bows each time she pitches into a sea.
  • The job you are tracking shows top-left at sea, with tonnage and days left; press I to switch jobs.
  • Morale, hull and sails pulse in the corner readout when they fall below a quarter.
  • Two shanties: a new recording of Don't Tell My Kate and Groggin'! Wenchin'! Treasurin'! Plunderin'!, and the now-playing toast shows which instruments the band is using.

Improved

  • Provisions and yard work cost more. Food and water are a real expense, and repairs and refits are priced by burthen ton, so a big hull costs what she should.
  • The Grey Pennant finally flies — a grey streamer from the mizzen, and other captains see it on your ship.
  • Prologue: the Crimson Hound lies off the Lisbon bar from the start, the attack on the commission is always at night with battle music, and the "heave to" line now explains itself and adds a Codex page.

Fixed

  • Whole-world slow motion with vsync on. The game was mis-timing itself against the display while the frame counter still read 60; it now checks its own clock and corrects.

Plus 12 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.18

Seaborne v0.2.18

New

  • Two more prologue chapters follow the escape and take up clearing your name. Their new lines are on-screen text for now; everything else in the prologue is voiced.
  • Prologue voice acting: Rourke, Quental, Moniz, the corregedor, the harbourmaster, Teodoro and Martim now speak their lines aloud. Every prologue line is recorded except the captain's, who stays unvoiced by design.
  • A job board in every port, third door on the quay: deliveries, procurement, passages, pirate bounties, privateer letters, navy work, convoy escorts and taking a prize. Boards change weekly, you can carry five jobs at once, and jobs you hold also show under the Captain menu.
  • Flying another crown's ensign now opens that crown's harbours to you — always at night, a gamble by day. Fire the first shot under false colours and it counts as piracy: Rourke warns you first, and a key strikes the false flag instead.
  • Rourke hands you a Spanish ensign at the end of the prologue, and it goes into your flag locker.
  • Hold J for a flag wheel: one flag per wedge, ensigns you haven't taken yet greyed with a note on how to get one, and "remove false colours" in the middle.
  • Ten capitals now have their own landmarks as they stood in 1510 — Seville's Giralda and Torre del Oro, Antwerp's Our Lady and Het Steen, Old St Paul's and the Tower of London, the Doge's Palace, Campanile and columns, Hamburg's St Petri and others. The ones standing in the water can be grounded on.
  • Every port now has a codex page, written the first time you anchor there, with the name a captain of 1510 would have used and whose it was.
  • A closing note from the developer at the end of the prologue, and Send Feedback is now on the first page of the Escape menu.
  • Bordeaux is now inside the beta's open waters, for you and for your own trading ships.

Improved

  • Much better frame rates near coasts and towns: the forest is now drawn in patches so off-screen woods are skipped, far fewer things are drawn into shadows, and tree positions live on the graphics card instead of being copied every frame.
  • Sails behave like cloth when they lose their wind — they go slack and limp instead of staying flat and hard, and shake while the wind spills out of them. Fullness now follows the wind on the canvas rather than your speed, so she no longer carries full, taut sails while coasting head to wind.
  • Rigging no longer looks see-through at a distance, and far-off ropes draw as thin solid lines rather than thick cables when you zoom out.
  • Each mast's shroud fan now starts level with the mast and opens aft, as on a period ship, with the channel plates and deadeyes following. Yards now stop bracing before they would hit a shroud or backstay.
  • Hull waterline darkens when it's wet, and plank seams and grain no longer shimmer or look plastic at a distance.
  • Town window lights no longer flicker and speckle when seen from far off.
  • In the prologue fight, the boarding prompt now shows live what's still missing: her remaining canvas, the gap between your rails and the difference in your speeds.
  • Prologue text that nobody reads aloud now waits for a click instead of timing out.

Plus 10 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.17

Seaborne v0.2.17

New

  • Ports you found yourself now show a harbour backdrop instead of an empty screen, picked to suit the colony's climate and how far the town has grown.
  • Channel length is now adjustable at the drafting table: drag the new point at the aft end of a channel to lengthen or shorten it, right-click that point to hand the length back to the mast. The shrouds and deadeyes spread or close up with it, and a length you set is saved with the ship.

Improved

  • The game is a good deal smaller to download and install, down from about 1.18 GB to about 1.03 GB, with no change to how the art looks.
  • The entrance to Lake Maracaibo is wider. The strait past the town was about 65 m and is now about 150 m, so it's still a strait but far less of a squeeze. Sea lanes were rebuilt to match.
  • Channels are shorter by default, roughly a sixth of the mast's height rather than a quarter. A 13 m mainmast's channel goes from about 3.1 m to about 2.1 m. This applies to any ship whose channels you haven't adjusted yourself, stock hulls included.
  • Beta testers: the playtest now keeps its voyages in its own folder, so full-game voyages can no longer be loaded into the beta. Voyages saved in earlier playtest builds won't appear in this one. Settings, controls and titles are still shared.
  • Prologue work continues (it still isn't reachable from the main game): Teodoro now mentions the commission he's piloting for at the end of Chapter 2, and three Portuguese warships of Pestana's squadron lie at anchor beyond your berth at Seville.

Plus 5 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.16

Seaborne v0.2.16

New

  • The prologue now runs all the way through, from Lisbon to the end of the story. The later chapters are new: the squall off the cape, sounding the bar for Anselmo, the fishing boats and the pirate sloop, the Bordeaux run and the toll at the river bar, the sealed dispatch to Seville, the troops who turn on you, and the arrest. Most new lines are voiced.
  • A new Charts section in the Codex: 54 plates on matching parchment, including wind books for five oceans drawn for four seasons, every chartmaker's sea chart, and seven real period charts. Pages are added as you buy the books and charts.
  • The world's winds and currents are now built from real measured data. The Gulf Stream runs up the American coast, the winds turn clockwise around the Azores high, the monsoons shift with the month, and the Guinea Current runs east under Africa.
  • Three looks for the sea instruments — Painted, Bars and Rings — under Settings → Gameplay. Bars is the new default.
  • Fleet traders can be assigned a region to work: 13 of them, from Iberia and the Atlantic isles to the South Seas. They may leave to trade, but they come back.
  • The Codex marks pages you haven't read with a small gold dot, with "new" counts on the pause menu and each section.
  • A Foliage distance slider in the video settings, from 50% to 250%, so trees can stand further out or fall away sooner.
  • Saving over an existing voyage now asks you to confirm first.
  • Sails and masts have diminishing returns. Past a certain spread of canvas for her size, extra sail adds almost no speed and the extra rig just counts as weight, with a readout line explaining why.
  • Burthen in the drafting table's stats box turns yellow at 1400 t and red at 1500 t.
  • A Join the Discord door on the title screen.

Improved

  • Towns have twice the buildings and decorations, towers and bastions are properly round with embrasures cut for the guns, and Lisbon's waterfront and the Tagus have been reshaped. Sea lanes were rebuilt for the new coast.
  • Trees are twice the size.
  • The Strait of Gibraltar is wide again for everyone, not just on one machine, and sea lanes and route planning now read the hand-dug ground.
  • Running ashore in the prologue really strands you. She lurches to a stop, lists and stays put. Strike all sail and hold S to kedge her astern, or tow her off from the deck.

Fixed

  • A 30–45 second frame rate slump after leaving port. The world keeps drawing behind the harbour screens, and only shuts off after five minutes without input.

Plus 9 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.15

Seaborne v0.2.15

New

  • Chapter 2 of the prologue, The Pilot's Wager: a match race off Cascais against Teodoro's barca, with marks to round, an upwind leg and a reach, and lessons on working your sail belt. You can lose this one — dawdle and the barca takes the wager, and you retry.
  • Chapter 3, Light Freight: the counting house in Lisbon, Quental's parcels to choose between, and the run south. Quicksilver and cut glass are now tradeable goods.
  • Every spoken line in the prologue is recorded and in the game — 157 lines across 15 voices. Lines are heard chapter by chapter as each one is built.
  • Your sea now has three settings: Alone, With friends, or Public. Public means any captain can find you. Every session starts on With friends.
  • Join a game now opens a list: friends currently playing, then every public sea with room, nearest first, showing roughly where it is, how far off, and how many are aboard.
  • Whales and calves can be killed. Each has a health pool based on her size, your hits are reported on screen, and a slain whale rolls over, drifts, floats a while, then sinks.
  • A dead whale is solid to every ship. Sail into one and you shove it aside and lose way — a sloop hitting a dead bull will all but stop.
  • Whales are shared in multiplayer: one set of whales for everyone sailing together, and shooting another captain's whale makes it yours.
  • A stray NPC cannonball that strikes the bull now turns him on that ship, and he rams it the same way he would ram you.
  • Shanties with instruments in them now bring out a band: idle hands fetch a drum, fiddle, hurdy-gurdy, accordion, lute or whistle and play along to the beat. Strike up No Master's Flag for the full set. A friend's crew plays too.
  • Mature content filter in the Gameplay settings. With it on, three bawdy shanties never play, the Torta is called La Hermosa, Torta Tamer becomes Heart of Hermosa, Lucky Bastard becomes Fortune's Favourite, Good Company becomes A Room Upstairs for the same price and effect, and the coarser tavern, dice, poker and household lines are replaced.
  • A Titles section in the Codex, with a page for every title: how it was earned and, for the hand-given ones, who wears it. Pages unlock by earning a title, hearing a rumour about it, or passing a titled captain at sea.
  • Glossary words now show how they're said, laid out word, pronunciation, meaning. New word: Quay.
  • Several titles given by hand to captains who shaped the game, each with their own rumours in the taprooms.

Improved

  • The Codex and Star Book now use a dark page instead of white paper.
  • The titles screen only lists titles you've actually earned.
  • A wounded bull no longer gives up. Every hit sets him off again, and the more hurt he is, the more likely he comes back for another run.
  • Breaching whales and orcas now throw up a splash that matches their size instead of a few small drops.

Plus 8 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.14

Seaborne v0.2.14

New

  • 52 of the world's great rivers are now sailable, from the sea up to a turning basin at the head, and the channels bend around river ports so their shorelines are unchanged.
  • The Bosporus and the Dardanelles are cut through — the Black Sea is open.
  • Lisbon has the Paço da Ribeira on its waterfront in place of the old hill castle, with a royal shipyard beside it: stone slipways, a nau on the stocks and sheer legs.
  • Buccaneers: pirates in brigantines and race galleons, often with a consort, tougher and richer than corsairs.
  • A grand Spanish trade carrack now sails as a trader flagship, built by Elite Watermelon.
  • A Glossary in the codex explains the words of the age, with a toast when you meet a new one and I to look it up.
  • At the market, pick which ship you load into or sell from: the flagship or any of yours in port.
  • Other captains and their consorts now show in the spyglass, named with their ship and squadron, and each has their own colour on the chart.

Improved

  • NPC ships now plot across open water instead of following lane corners set just off each headland, so passages no longer drag round a cape and along the beach. One bound for a port sails in and makes fast.
  • A consort left astern out of sight now crowds on sail to close the gap and makes port behind you.
  • Town buildings have real depth: recessed windows with stone surrounds and sills, cornices, bevelled corners, thick eaves, iron balconies, lanterns and hanging signs.
  • Towns now stand on cobbled streets, with proper textured trees matched to the country around each port.
  • Stronger sun and darker shadows on clear days, closer grass, hills with real shape, distant woods green instead of brown, and no sand smeared through town ground.
  • NPC ships take storm damage to their sails at your rate, and furl to bare poles in a blow unless fighting.
  • Dolphins and orcas keep up at sailing speed, so a pod can ride the bow, and swim as individuals rather than one rigid shape.
  • Whales steer around hulls instead of through them, and a shot bull returns alongside for his warning pass.
  • Officer screens call a daughter serving aboard, or inheriting, "her".

Plus 11 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.13

Seaborne v0.2.13

New

  • Masts can be shot down. Chain shot hurts them most, round shot about a third as much, grape barely at all; a mast drops its topmast first, then goes over the side. Storms under sail wear them too, and a ship that loses every mast drifts.
  • Your crew rig ropes to a fallen mast and work it back up where it lies, even mid-fight; a Sail Repair Kit or the call for topmen speeds it. Each mast has its own line by the vitals, and friends see yours go over.
  • New voyages ask for your captain's first and last name; older saves without one are asked once.
  • Press Enter for text chat, at sea and in port. It sits top right under the music toast, white on a dark panel.
  • After dark, with her lanterns lit, a spare hand takes a lantern on a round of the deck, holding it out over the rail.
  • Cannon shot, falling masts, wreckage, gear going overboard and sea life all leave ripples on the water.
  • The drafting table can send a ship you've drawn to the Discord, design file and portrait together.
  • The crew roster shows when another player is on a different build, and which version.

Improved

  • The world is now about 500 km around and the old open-water speed boost is gone, so she sails at her own speed everywhere: roughly five hours to go right round, and the curve of the earth shows far more.
  • The sea has been rebuilt — life-size ripples and sun glitter, deeper navy water, cloud shadows drifting across it, smoother swell, and stars at night.
  • Seas build and settle over minutes now, and the coast shelters you from the worst of them.
  • Hulls push real water, so the wake opens astern in a proper V, with a wider, softer trail that lasts longer and stays with your ship when you zoom out.
  • The sea curves like the land, so a distant coast sinks behind the horizon instead of into flat water, and land within 2 km stands at full height again.
  • Sea life is four times bigger, and pods are spaced so they no longer swim through one another.
  • In a calm, flags and banners hang down the staff instead of standing out stiffly.
  • Moon rays are dimmer and only show through broken cloud.
  • A Sail Repair Kit at sea mends masts that are hurt but still standing, and brings a fished mast back to 70%; past that still needs a yard.
  • Your other ships come into harbour with you instead of lying off the quay.
  • Ships laid up in port show grey on the chart, with their own legend line.
  • Goods already in your hold are listed first in port, heaviest first.
  • The masts and spars colour from the drafting table now paints the stem too.

Fixed

  • The stutter every few seconds under way: your ship jumping a frame ahead with the camera snapping after it, gun smoke and trails left behind, and distant land stepping up or down.
  • Flags on a fallen mast no longer turn bright pink.

Plus 12 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.12

Seaborne v0.2.12

New

  • Ships now carry a visible crew. A helmsman stands at the wheel, hands on the spokes; hands run to the braces and sheets when you work the sails or yards; topmen climb the shrouds and lay out on the yard; gun crews man their pieces and go through a full reload drill timed to the gun's actual reload; a lookout keeps watch from the foretop. Crew appear on NPC hulls too, with numbers scaled to the ship.
  • When there's nothing to do, the deck has life: men gather in twos and threes to talk, take a pull on a line, lean on the rail, kneel at deck work. Each sailor has his own pace, reaction time and habits, so nobody moves in lockstep.
  • Your ship has a real wheel at sea, turning three turns lock to lock and following your rudder.
  • Coasts around the world now grow their own plants. Roughly 95 regions each have their own species and density: palms, mangroves on tropical strands, kapok, cacao and rainforest giants in the tropics, olive and pine around Iberia, conifers in the north, near-bare desert shores. Ground colour shifts with the climate too, from deep green in the wet tropics to straw and sand in dry country.
  • Distant land now sinks below the curve of the sea and rises as you approach: peaks first, then the ridge, then the coast. Everything within 2 km sits at its true height.
  • New shouted calls from the deck: "Land ho!" when you sight a new port by your own sailing, "Fire!" before the first broadside, and "Brace!" and "Ready, boys!" during a boarding. Several crew calls have new takes as well.
  • Titles now announce themselves in the top right when you unlock one.

Improved

  • Land is drawn as far as you can actually see it instead of cutting off at 4 km, and the sea now reaches far enough behind it that nothing pops into view at the edge.
  • Hull spray is rebuilt. Instead of constant fizz, she throws a real burst when she drives hard into a sea, lit the same way the sea lights its foam, so it darkens in her shadow and at night.
  • Chase camera zoom-out is capped, so you can no longer pull back far enough to break the horizon.
  • Lantern reflections on the water glide with a moving ship instead of jumping along behind her.
  • The now-playing notice has moved to the top right.

Fixed

  • Long voyages could eat memory until the game crashed. Windows now runs on DirectX 11, which stops it.

Plus 9 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.11

Seaborne v0.2.11

New

  • The grey lady is back: a stranger sits at a corner table in one port each run, with ten errands and ten curios to earn. Her curios stand on the belt wheel beside the captain's calls, each with a line in the effects report, and they add to speed, turn, acceleration, wind abaft, reload, aim, shot, chart reach, boarding strength and the sea's toll.
  • Whispers of her trail can reach you from a landing or from the sailors' tables, and put a question mark on the chart for a port you've never raised.
  • The weather now changes. The sky is re-picked every few game hours, weighted towards fair winds, and a dead calm clears itself after about three game hours instead of lasting forever.
  • A new shanty, "Rotting Where We Float", plays once when you've been becalmed a while, then hands back to the open-sea music.
  • Every track now announces itself low on the right as it starts, with its name.
  • Saving puts up "Save successful" (or tells you if the write failed).
  • Save slots now say where she is in words instead of coordinates, like "Toughing it out in the North Atlantic", "Risking Cape Horn", "At sea near Lisbon".
  • The chart draws a fading trail of where you've been.
  • When the helmsman has the helm for a port, the sea runs with you at full pace, and he brings her down to your own speed for heavy weather, stores under four days, a sail ahead, land coming up and the run into port, saying so in his own voice. Hand steering keeps half the carry.
  • The sea readout shows the passage multiplier and how many friends are in company.
  • F9 hides the whole interface for screenshots, and F9 again brings it back. The dev foliage switch moved to Shift+F9.
  • Separate volume sliders for shanties, ports and tavern music, alongside battle.

Improved

  • Blue-water passages are far faster. Veracruz to Havana now runs about an hour instead of eleven, Lisbon to Havana under three. The speed-up starts closer to shore, with a standing floor once you're clear of the coast, and trading ships keep pace so the world's pacing is unchanged.
  • Sailing with friends holds together: the whole company is carried as one, so a knot of difference between two helms stays a knot instead of pulling you apart, and a pair runs at the slower helm's pace.
  • Your consorts and prizes under command now keep station with you in blue water instead of being left astern, and catch up properly when out of sight.
  • Rudder authority is much stronger. A heavy hull turns at about 14°/s hard over instead of 8, and the helm bites sooner.
  • Wind does twice as much to ship speed and to the sea, so light airs push her and gales build real seas. Heeling is unchanged.
  • Escape now only opens the escape menu at sea with nothing open, or at the port's main menu. Backing out of a panel or a harbour room no longer opens the menu as well.
  • In the shop, the selected ware and its Buy button are pinned above the shelves, so picking a card doesn't move the list.
  • Your ship is hidden while you're ashore and is set 200 m seaward, bow to the sea, when you cast off.

Plus 9 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.10

Seaborne v0.2.10

New

  • The Works is open: a bench of recipe cards showing the goods a batch needs against what your hold carries, the finished product, a batch stepper with a "max" button, and the order's tonnage, fee and days. A job under way sits at the top with a countdown and a Collect button.
  • The Society is open: the port holder's flag against your colours, the council's influence bar, buttons to spend gold and one that pays exactly what it would take to win the port. Rival envoys appear with their own flags and bars.
  • Grow town is open, and the Master Builder is drawn rather than listed: all six town sizes as sketches growing from tribal village to capital, what the next size brings, and a ladder of defence steps with prices.
  • The Palace is open, with a painted throne room behind the court and King Manuel's portrait at Portuguese courts. Your own court shows the ports that fly the crown and where every other crown stands with you; a foreign court shows gauges for swearing allegiance and for the Infanta's hand.
  • Home is open: your house drawn as cottage, townhouse or manor with its rooms, wives as cards with faces, whereabouts and mood, children as crests, and the line drawn as a real family tree with the heir starred.
  • Shore is open — put rescued castaways ashore in one step.
  • Seventeen ship classes now sail as other captains' ships: sloop, pinnace, fusta, galiot, galley, caravel, caravela redonda, barque, brigantine, fluyt, carrack, nao, nau, galleon, Spanish galleon, East Indiaman and junk. Each voyage rolls its ships from its trade's own list when it's formed, so a squadron keeps the same ships every time you meet it.
  • Painted flags for all seven crowns, plus the Jolly Roger and a red No Quarter — at the masthead, on ships' banners, and on the palace, Society and flag locker screens.
  • Flag locker: a new "At the masthead" row flies your own painted flag or any crown's. Looks only; your banner still tells other ships who you sail for.
  • A flagstaff now stands on every mast, each one strikeable per mast at the drafting table and saved with the design.
  • Construction now shows: scaffolding, footings, part-built walls, timber frames, ladders, lifting poles and stacks of timber and stone stand on the plots where a growing town's new buildings and forts will go. A newly founded town stands under scaffolding until its manifest is landed.
  • Harbour defences cost upkeep — every 30 days, 5% of what the steps cost, drawn from your warehouse coffer. Three months unpaid and the newest step falls to ruin.

Improved

  • Growing a town or raising its walls now runs through your warehouse in that port: gold from its coffer, building goods off its floor, with a chip per good until there's enough. Gold prices are raised sharply, and a warehouse can only be as large as the town allows.
  • Founding a town now takes gold, 50 hands and 50 tons of food at the landing; the settlers' manifest is the muskets and the supplies they name.
  • The quay is cleared: everything of yours sits behind one Captain door (Profile, Fleet, Hold, Warehouse, Log & ledger), the side panel carries port information only, rumours moved under the Market's figures, and the back room is reached through the Shop.
  • Plain text lists are gone from the port rooms, the at-sea panels and the pause menu — every choice is an icon tile, and price tables carry a mark per row.
  • The Hold is now a fill bar and a card per good with tonnage, what you paid and what this quay bids.
  • An officer's orders are tiles: pay rate, stand a round, station him, put ashore, dismiss.
  • Flags and banners are smaller and fly from a staff above the mainmast truck, clear of the sails.
  • The price book is removed — its quay door, captain's menu entry, chart rings and lesson card are all gone. The barmaid still tells you a far port's prices, now for every good rather than just the first, and hailed merchantmen still name what their cargo fetches; nothing is written down. Old saves still load.

Fixed

  • Your flag and banner stayed at the old masthead height after you changed ships, leaving them halfway up a taller mast.

Plus 2 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.8 / v0.2.9

Seaborne v0.2.8 / v0.2.9

New

  • Paint your own sails at the Sail Loft in the shipyard: brushes, patterns, dyes, mirror painting and deep undo, with a live preview of a sail filling. One press bends the design on every hull you own, and it saves with your career.
  • Other captains you sail with, and your own NPC consorts, now see your painted sails.
  • The shipyard is open: build, ready-made hulls, used ships, repair, remodel, sail maker and flag maker. The flag loft has moved there from the quay.
  • The tavern is open: taproom, barmaid, officers' table, signing on hands, and the gaming room.
  • The warehouse is open, rebuilt as cards for the building, your fund, upkeep and the factor.
  • The chandler's shop is open, laid out as shelves of item cards, with the one you are looking at shown large with what it does, its price, and the kit it belongs to.
  • A Fleet door appears in ports where your other ships lie: a card each showing her condition, and a ledger to move hands, stores and cargo to and from your flagship.
  • "Render my ship" on the drafting table puts her full size on the real ocean under the real sky, with hour, weather, wind, sea and lens controls, and a key to save the picture.
  • "Ship in a bottle" renders her under green glass with a cork, on a mahogany stand with her name on the brass plate, saved to your Pictures.
  • You can set a ship derelict from her page in the fleet book, and remove old designs from the drafting table's File menu.
  • Every trade good and chandler's item now has its own mark in the market, shop, warehouse and fleet ledger.
  • Title music plays on the title screen again.

Improved

  • Real clouds: heaped cumulus on fair days, a low deck in rain and storm, drifting with the wind and moonlit at night. Gaps show the stars and the aurora, the sea reflects them, and sunbeams fan through when the sun is low.
  • Spray reads as white water instead of grey blobs, with a crown and column where something heavy goes in and a band of white along a driving hull. Ships no longer throw spray off the stern.
  • NPC ships leave a visible wake out to about 2.6 km, not just a few hundred metres.
  • Rigging is weathered hemp rather than pale string, takes shadows, and is no longer lit up by the lanterns at night.
  • "Make fast" is measured to the town's quay now, within 150 m, and the warp and autopilot bring you alongside instead of leaving you out in the roads.
  • The drafting table shows real coastline behind her at a choice of eight ports, with swell and sun glints on the water, and its panes can be columns or draggable windows.
  • Fleet silhouettes are drawn from each ship's own design: her masts, square or lateen sails, castles and jibs.
  • Tavern screens: the paintings fill the background, officer cards no longer squeeze their skills, and the card table keeps the deck and pot clear of your hand.
  • Shipyard screens: a soft blur behind each room, and ready-made hulls in columns with tons, hull, berths, price and what you are short.
  • Text boxes show a blinking cursor, so you can tell which one you are typing in.
  • Each port has one gambling game, the same every visit. Lisbon plays five-card draw, Seville liar's dice.
  • Warehouse funds are no longer capped, but the harbourmaster takes 5% a month on anything above 100,000 gold, and upkeep rises as the floor fills.
  • Hoppy speaks 50% louder in the training waters.

Plus 7 smaller fixes and tweaks, applied but not worth listing individually.

· v0.2.8

Seaborne v0.2.8

New

  • Hulls now carry the marks of battle: round shot leaves a chip, a hole or a breach depending on how hurt she is, grape leaves pits, chain leaves gashes.
  • Ships catch fire — alight once her timbers are badly hurt, ablaze near the end. Shore batteries burn the same way.
  • Cargo weight tells now: laden she sits deeper and makes around 5 knots where she'd do 7 light.
  • Hail a ship at sea (N) to talk, ask for news or trade over the side.
  • Set a course and let the navigator steer it.
  • Boats (H) move cargo, stores and hands between your own ships, with a formation editor alongside.
  • Fleet book (L), and a quarterdeck desk (G) for faction business at sea.
  • Boardings play out on screen: grapples arcing over and lines going taut, the plank dropping, the hulls meeting with a thud, musket volleys and smoke, splinters off the rails, then her colours down and the white sheet up.
  • Steam multiplayer: friends-only sessions of up to eight, overlay invites, joining from an invite link, and captain-to-captain trading (K).
  • Titles earned in the old build carry over, tied to your Steam account.
  • A Rival: a named captain whose fame races yours all career. You hear of them at the sailors' tables, and now and then they clear a harbour's market just ahead of you.
  • An almanac at the Society — tonight's moon, rise and set, the next thirty nights, sunrise, sunset and nightfall at this port's latitude, and the year's eclipses.
  • A departure briefing: the first mate runs through the ship's state before you cast off.
  • Shore camp work — search a beach, survey it, and dig where the maps point.
  • Trade runs and patrol rounds for fleet ships, set by clicking quays on the chart; legs too long for her stores show red.
  • Graphics presets.
  • Skills that were bought but did nothing now work: quiet purchases, bulk broking, the corner's craft, merchant prince, reading the room, the old salts' table, commodore and flag signals, the lookout skills and the star-reader's gift.
  • Signal rockets from the fleet wheel, and storm spindrift torn off the sea in a gale.

Improved

  • Port screens rebuilt throughout: door emblems on the hub, painted taproom and shipyard, a named merchant with your mate's read of him, and proper tables for the harbour, warehouse, works, captain's book and skill chronicle.
  • Card and dice tables are painted scenes now, opponents seated, with coin piles and illustrated cards — and sound: shuffling, dealing, the cup, the pot being swept.
  • The radial wheels and the pause and captain's menus rebuilt, and port music is playing at last.
  • The sea is no longer mirror-bright at night; distant lanterns read as glints rather than sunset columns.
  • The chart zooms further under the glass, on finer parchment, and port names no longer pile on top of each other.
  • The sailing HUD dims after dark.
  • Quays and jetties are solid — run onto one and you ground.
  • The shipyard will work on any of your ships, at the quay or in company: repairs, remodel, sails, selling and a refit bench with re-rigging.
  • Other captains are named to match their ship's nation, and traders carry believable stores instead of absurd ones.
  • Keys no longer fire while you're typing, and the chart only opens when nothing else is up.

Plus 8 smaller fixes and tweaks, applied but not worth listing individually.