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Steam News21 May 20206y ago

A vassal system and the first sale

Today is a big day — we are releasing a relation system, which will allow you to collaborate with other captains.

In this update2

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Full Feral Blue update

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What changed

0 fixes6 additions3 changes0 removals
  • Balance
  • Gameplay
addedIn addition to friendly and hostile captains, we add a system of caches. In general, this is the pretty same mechanics from that Treasure Island book by Stevenson: like captain Flint, you can bury the loot (or honestly earned commodity) on a secluded island. There it will lie in complete safety with some minor chances of looting (since you are not alone sailing around the seas) or damage from rainfall (the climate in this world is so terrible).
changedThe urban economy has also been refined. Two points: 1) now for visiting a city you need to pay port dues and if you don’t have enough water, then please trade somewhere in the sea 2) having captured the city, you get access to trade with other fractions. Resource binding for each city in the game was made by us at the very start of Early Access and now - hell yeah - we are cobbling it together. You choose your city, choose a partner city, then enjoy an increase in turnover (until, of course, war happens).
changedFinally, those ships that implied rigging now received it (one can say, a sailboat without all these rigs looks like naked). In terms of gameplay, rigging refers to the sail system, so if damaged it's counted as damage to a propulsion system.
addedMechanicsAdded a system of "vassality", that is, hiring captains in your faction and giving them orders
addedMechanicsAdded storage system for goods on the islands ("caches")
addedMechanicsCross-Faction Trading Added

Feral Blue changes

addedIn addition to friendly and hostile captains, we add a system of caches. In general, this is the pretty same mechanics from that Treasure Island book by Stevenson: like captain Flint, you can bury the loot (or honestly earned commodity) on a secluded island. There it will lie in complete safety with some minor chances of looting (since you are not alone sailing around the seas) or damage from rainfall (the climate in this world is so terrible).
changedThe urban economy has also been refined. Two points: 1) now for visiting a city you need to pay port dues and if you don’t have enough water, then please trade somewhere in the sea 2) having captured the city, you get access to trade with other fractions. Resource binding for each city in the game was made by us at the very start of Early Access and now - hell yeah - we are cobbling it together. You choose your city, choose a partner city, then enjoy an increase in turnover (until, of course, war happens).
changedFinally, those ships that implied rigging now received it (one can say, a sailboat without all these rigs looks like naked). In terms of gameplay, rigging refers to the sail system, so if damaged it's counted as damage to a propulsion system.
addedAdded a system of "vassality", that is, hiring captains in your faction and giving them orders
addedAdded storage system for goods on the islands ("caches")

Today is a big day — we are releasing a relation system, which will allow you to collaborate with other captains. If earlier our oncoming ships were some kind of muddy Others, just abstract "they", now it is always a person with a name and character.

The system starts with fairly simple features: those captains either sympathize with you, or not really, but eventually it will be developed in a much bigger mechanics. Right now the attitude towards you will be determined by nationality (this is the kind of thing that will survive in any Flood), as well as your behavior.

Captains will give tasks, i.e. quests that have been presented earlier in the game. The more tasks one completes, the better attitude one receives. Why do we even need our reputation in the eyes of these comrades? Two or three captains under your command already form a sort of fleet. And where there is a small fleet, a state will soon emerge.

In addition to friendly and hostile captains, we add a system of caches. In general, this is the pretty same mechanics from that Treasure Island book by Stevenson: like captain Flint, you can bury the loot (or honestly earned commodity) on a secluded island. There it will lie in complete safety with some minor chances of looting (since you are not alone sailing around the seas) or damage from rainfall (the climate in this world is so terrible).

The urban economy has also been refined. Two points: 1) now for visiting a city you need to pay port dues and if you don’t have enough water, then please trade somewhere in the sea 2) having captured the city, you get access to trade with other fractions. Resource binding for each city in the game was made by us at the very start of Early Access and now - hell yeah - we are cobbling it together. You choose your city, choose a partner city, then enjoy an increase in turnover (until, of course, war happens).

Finally, those ships that implied rigging now received it (one can say, a sailboat without all these rigs looks like naked). In terms of gameplay, rigging refers to the sail system, so if damaged it's counted as damage to a propulsion system.

Since it was a really huge piece of work for us, we'd be happy to offer you a 40% discount for the next three days. Cheers!

Mechanics

  • There is a reputation in relations with other captains

  • Added a system of "vassality", that is, hiring captains in your faction and giving them orders

  • Added storage system for goods on the islands ("caches")

  • Cross-Faction Trading Added

Graphics

  • Added rigging for sailing ships

  • The line of industrial buildings in cities expanded

  • Added a new location for island missions

Source

Steam News / 21 May 2020

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