The Log
What changed, and the day it changed. Newest first.
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Three hulls, and the sea takes one of them
- The sloop, the brigantine and the galleon are three different ships on screen now, drawn to scale against each other and against whatever you are fighting. A sloop reads as prey beside a kraken. A galleon reads as its peer.
- Going down finally looks like going down. The hull settles, the water closes over it, and the harbour stays where it is instead of cutting straight to the bill.
- The drydock shows you each hull in the water before you buy it, rather than describing it and hoping.
- The Play button at the foot of the front page did nothing whatsoever if you were already on the front page. It works.
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Setting sail no longer leaves you reading the brochure
- On a narrow screen, pressing Set Sail put you somewhere in the middle of the page rather than on the deck — the sea is a much shorter screen than the harbour, and the page stayed exactly where it was. It comes to you now.
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The harbour got a front door
- Arriving no longer drops you straight onto the deck. There is a dock in front of it now, with the bestiary, the rules, and a Set Sail button.
- Press it, or come back with a career already in your hold, and you are at sea exactly the way you always were. Nothing about a save, a ship or a fight changed — only the planks on the pier.
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Weight is real, and every career starts again
- Ramming is about size. Your ship weighs its hull plus everything bolted to it, and so does the thing in front of you. Ram something your own size and the recoil is what it always was; ram something much bigger and it climbs steeply. The Ram button tells you the number before you commit.
- Ram levels buy damage, not safety. They used to cut the recoil at every level. They do not any more.
- Running away is about size too. The parting blow scales with how much bigger your attacker was — fleeing a kraken in a bare sloop is a genuinely bad way to survive, and fleeing something smaller than you is now slightly safer than it was.
- A sloop should probably stop ramming things in deep water. A galleon can keep doing it. That difference is the point.
This one ends every career, and it is the second time.
The reason is the same one as last time, which is the only defence we have. The Ram upgrade used to make ramming safer as well as harder-hitting. Anyone who bought ram levels for the safety bought something this version does not sell, and we would rather end the epoch than quietly hand you a ship that means something different from what it meant when you paid for it.
If it helps: a reset is cheaper for us to do than it used to be, which is exactly why you should be suspicious of us doing it but reset is a tool enforcing a rule, not as an intention.
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A pressed button stays pressed
- Actions hold the screen still for a moment while they resolve, and nothing fires twice from a press you made before the last one finished.
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The sea is far from home, and every career starts again
- Going home is a voyage. Coastal Waters is still one press; the Broken Reef is one leg of open sea between you and the harbour, and the Abyss is two. A leg can be quiet, turn up a chest, or turn up something with teeth — and a fight on the way home is fought with whatever hull you have left.
- Winning a leg covers it. Running away does not, and turning back out to sea throws away the whole voyage rather than the leg you were on.
- Patch kits are cargo, not a gift. Plating buys you the rack — five slots at full plating — and you buy the kits, at 20 gold, in port. Nothing refills them. Not docking, not sinking, not goodwill.
- Repairs take what you can pay instead of turning you away. The price per hull point has not moved; a short purse now buys some hull rather than none.
- Sinking costs you the ship. It breaks up under you, the surgeon takes 35% of your gold, and what is left of your name buys a sloop. Your upgrades go with the hull. Your gold and your trophies survive.
The tide turned while you slept. Whatever you sailed before this is gone — the ship, the plating, the guns, the gold, and the trophies with them.
This changes what a career is. A galleon bought under the old rules was bought in a game that no longer exists, and carrying it across would have been carrying an artefact rather than an achievement. You will see one line about it the first time you load in, and that line is the whole ceremony.
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Bracing costs something
- Brace & Patch now spends a patch kit. Hull Plating grants them, docking restocks them, and an empty rack means the button politely refuses.
- It was free hull, and it was most free on the biggest ship — which meant no reason to dock and no reason to sail carefully. Hull is a resource again.
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The first sea
- Broken Reefs opened. Three zones, seven things living in them, and five things you can do about it.
Free, in your browser. No download, no launcher, no account to abandon later.
Play Broken Reefs