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Steam News16 February 20264mo ago

Early Access Update #14: Water in the Hold

This build finalizes several key boarding mechanics at once, introduces new tactical decisions during combat, and fixes over 30 bugs reported by players.

Full notes

Full Corsairs Legacy - Pirate Action RPG & Sea Battles update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes2 additions26 changes0 removals
  • Gameplay
  • Balance
  • Events
  • Performance
  • Maps
  • Store
addedThis build finalizes several key boarding mechanics at once, introduces new tactical decisions during combat, and fixes over 30 bugs reported by players.
changedFlooding - Completed Event SystemThe flooding event now functions as a fully integrated boarding scenario. If hull integrity drops below 50%, there is a chance of a breach at the waterline. The lower the hull integrity, the higher the chance of a breach and triggering the flooding scenario. Steam post image
changedFlooding - Completed Event SystemAfter that:
changedFlooding - Completed Event Systema timer starts
changedFlooding - Completed Event Systemships gradually sink
changedFlooding - Completed Event Systemboarding must be completed before full flooding

This build finalizes several key boarding mechanics at once, introduces new tactical decisions during combat, and fixes over 30 bugs reported by players.

Flooding - Completed Event System

The flooding event now functions as a fully integrated boarding scenario. If hull integrity drops below 50%, there is a chance of a breach at the waterline. The lower the hull integrity, the higher the chance of a breach and triggering the flooding scenario. Steam post image

After that:

  • a timer starts

  • ships gradually sink

  • boarding must be completed before full flooding

Tactical Choice During Flooding

If the flooding event occurs on your ship, you can:

  • keep the entire crew in combat

  • or assign part of the sailors to patch the breach

If part of the crew repairs the hull:

  • boarding becomes more difficult (fewer fighters in combat)

  • you gain more time before sinking

  • casualties are counted only from the half of the crew that remains in combat

  • the repair team does not suffer combat losses

If fewer than two sailors remain on deck, there will not be enough crew to patch the breach. After boarding, it is important to monitor how many crew members you have left. Steam post image

Weather Impact

Rain reduces the available time during sinking by 20%.

Fire - Completed Scenario

The fire event is now fully integrated into the boarding system. The fire event triggers with a 25% chance if one of the ships involved in boarding had active flames from a cannon hit at the moment boarding began. Steam post image

The scenario is synchronized with timers, combat completion, and save states.

Tactical Choice During Fire

If a fire breaks out on your ship, you can:

  • keep the entire crew in combat

  • or assign part of them to extinguish the fire

If part of the crew fights the fire:

  • boarding becomes more difficult

  • you gain more time before reaching a critical state

  • casualties are counted only from half of the crew

  • the firefighting team does not suffer combat losses

If fewer than two sailors remain on deck, the fire cannot be extinguished. Steam post imageSteam post image

Weather Impact

Rain increases the available time during a fire by 20%.

New Aiming Mechanic

Combat indicators have been improved:

  • when an enemy targets the hero, HP is highlighted in yellow

  • aiming time has been increased

  • you now have the opportunity to interrupt the shot or dodge

Additionally:

  • outline flickering has been fixed

  • transitions between shooting states have been stabilized

1% HP Before Death

The hero now always remains at 1% HP before death.

This allows you to:

  • use healing

  • change position

  • make a decision instead of dying instantly

Navigation

  • fixed inverted ship controls on the global map

  • blocked the ability to sail beyond global map boundaries via the local map

Planning has begun for a mechanic that allows traveling between islands exclusively through the local map.

30+ Fixes from Support Requests

This build fixes over 30 bugs reported via F11 and support.

Among them:

  • weapons stopped dealing damage

  • pistols and muskets got stuck

  • unable to purchase a ship after selling one

  • shipyard access was blocked

  • fixed 10+ NPC stuck spots (2 at the Bridgetown shipyard)

  • delivery journal freezing

  • duplicate deliveries

  • incorrect achievement tracking

  • infinite sale of “invisible” items

  • ship parameter recalculation issues

  • freezes when loading saves

  • Input System issues

  • widescreen bugs

Ticket System

Through the F11 form in the game:

  • each request receives a status

  • we can see the player's latest saves along with the request

After a fix is released, the player receives an email with two buttons:

  • issue resolved

  • issue still persists

This way, we receive direct feedback and understand when an issue is truly resolved. Over the past week and a half, ~250 requests submitted since the beginning of the year have been processed.

Approximately 8,000 older tickets are still ahead.

Mechanics Documentation & Roadmap Preparation

We are preparing a public development roadmap for the project.

During the preparation process, it became clear that we first need to systematically document all existing game mechanics and logic.

That is why we have started publishing detailed materials on key systems:

Over the past 2 weeks following the major January update, we have released 7 builds with dozens of critical fixes. Today, we are one step closer to the final version of Corsairs Legacy. Fair winds and happy sailing!

Source

Steam News / 16 February 2026

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