This update is about reading the fight. Following a shot, knowing which guns are ready and finding your way through the lagoon should take less guesswork. Here is the latest pass, with fresh captures from the development project.
A fight should give you time to make a decision. The latest development pass increases hull health, spreads new arrivals farther apart and gives newly spawned ships visible protection. Opening fire ends that protection.
You can also send your crew to repair between fights. Hold R once you are clear of combat. The guns stay silent while the crew works, and taking damage interrupts the repair. Boarding has a stronger payoff too: winning a clash fully restores your hull.
The controls are getting clearer alongside the balance changes. Hold W or S to move through sail stages, use 5 for a nearby harpoon target and aim broadsides from just outside the firing deck. These changes are in the development build and still need time in players' hands.
Ship design
Your hull changes the fight
The Courier gets in and out quickly. It carries two guns on each side, turns sharply and can commit to Full Broadside for a short automatic barrage. That burst of firepower comes with a cost: it takes double damage while the ability runs.
The Brigantine brings four guns per side and Iron Reprisal, which absorbs incoming damage before returning it as a shockwave. The Galleon has six guns per side, rear-facing chasers and a tougher hull. Its Ramming Speed rewards a planned approach, with a cancellation option when the opening closes.
Each hull also has attacks it handles poorly. The Courier is vulnerable to explosive and penetrating shots. Elemental attacks hurt the Brigantine more, while damage over time and slowing effects are a particular problem for the Galleon. Those trade-offs are part of the ongoing balance work.
Ability update
The Dutchman does not stay put
Calling the Flying Dutchman now changes the weather across the arena. The summon lasts 45 seconds. It rises, hunts nearby enemies, then dives and moves to another part of the map before emerging again.
Water drains from the hull as the ship comes up, with spray marking its dives and departure. The storm changes the sky and fog while leaving the ocean's existing wave settings intact. When the hunt ends, the previous weather returns.
There is a counter to the hunter. A direct hit from Heaven's Broadside can bring it down. The footage in the media gallery shows the effect in development, and its presentation is still being refined.
Stay aboard
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