← Releases
War at sea. Raise a patrol to guard your waters, blockade enemy convoys, spot raiders from your Watch Tower

War at sea. Raise a patrol to guard your waters, blockade enemy convoys, spot raiders from your Watch Tower

release

The war has moved to the water, and your own coast needs a guard. Raise a patrol from the new Fleet tab and your warships circle your harbour at dusk, meeting raiders, blockades, and war fleets before they reach your walls. On the attack, blockade an enemy island to rob its convoys in transit. And your Watch Tower reads a blockade loitering off your coast before it ever strikes. Every raid has an answer at sea now, and every defender has a guard to raise.

The war at sea

Combat handbook

Intercept is a new way to attack. Commit warships to blockade an enemy island and they ambush its cargo convoys in transit, both directions, robbing them at sea without ever landing. You stay nameless, hold one blockade per island, and split the haul if other captains blockade the same shore.

Patrol is the answer to all of it. From the new Fleet tab, commit small warships to stand watch in your own waters. They turn raiders and spies away, drive off a blockade, and screen a landing in the shallows before it reaches your shore, where a beaten escort can drown the army it was carrying. A patrol wears down over days at sea, and it spends a warship each time it turns a raiding fleet away, so a busy watch has to be rebuilt. A lone spy ship it waves off for free, and your scout comes home with a rough read on its strength.

Your Watch Tower reads the threat. A loitering blockade is quiet, not invisible: a tall enough tower picks it out and warns you that raiders are off your coast, a rough size but never who, so you know to raise a patrol and drive them off.

New

  • Intercept: blockade an enemy island and rob its cargo convoys at sea, nameless, one blockade per island.
  • Patrol: a Fleet tab to commit small warships to guard your waters and meet raiders, blockades, and war fleets before they land.
  • Your Watch Tower now spots raiders loitering off your coast and tells you to raise a patrol, never naming who.
  • Plunder focus: a plunder run now lets you choose what to seize, resources, lumen, coins, or food. Coins are the riskiest to get away with, food the easiest.
  • A morning ping: if you have not opened the game yet, a push around 8am your time lets you know your morning report is ready. Turn it on or off in Preferences.
  • New captains get a “Say hi” button on their World Chat arrival card, one tap to post a quick pirate welcome in your own name.

Improved

  • A lost attack shows a distinct defeat card that points you to the full report, instead of a bare red headline.
  • The advisor only flags housing, stores, and the coin vault once they are actually full, not while they sit in the high 90s.
  • Raid treasure reports warn when a haul is bigger than the island’s coin vault can hold, so you can see why most of it drains away.
  • Delivery reports name the player who sent a shipment, on the report and in its subject.
  • Scoreboards drop the “Today” tab; rankings open on Weekly, with All-Time alongside.
  • The workshop spells out what each good is for, and using a good drops its on-hand count straight away.
  • On smaller screens, the prev and next island arrows in dialog titles are bigger and pinned to the edges, so paging islands no longer closes the dialog by accident.
  • Past events list most-recent first, so the freshest result is at the top.
  • The footer menu has fresh gold icons with a glowing active tab, and the sea and region map got a visual polish with drifting corner clouds.

Fixed

  • Troops no longer sail home on their own when their fleet is sunk: lose every troop-carrying ship in a raid or attack and the landing force goes down with it. Keep one ship and they all come home.
  • A blockade only shows on the map when your Watch Tower could actually spot it, so a fleet too small to detect no longer gives itself away.
  • The Patrol screen updates live as a patrol takes losses, instead of showing a stale ship count until you reload.
  • Building, research, and troop cards refresh the moment a job finishes, including when you reopen the app, so the price you tap is the price shown.
  • World news reads as a blight taking hold when a curse settles on an island on its own, instead of an attack on a stranger.
  • Winning a world event lifts your alliance’s XP standing instead of the old player score.
  • The Units handbook now shows the Guard Hound, with a note on why a Kennels is a cheap early defender that costs no food or housing.