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Call for Aid. Raise the alarm, garrison your allies, climb six alliance ranks

Call for Aid. Raise the alarm, garrison your allies, climb six alliance ranks

release

Your alliance can now fight as one fleet. Raise a Call for Aid on a threatened island and every member hears it at once, with a pinned alert in alliance chat. One tap sails an ally straight to your shore, and the troops and ships they send stand as a garrison that fights in your defence. Everyone who held the wall gets the battle report, allied garrisons count in your Defense total, and a well defended island wears a ring of guard ships on the map. Full rules in the Distress Calls handbook.

Alliance ranks

Alliances handbook

Your alliance climbs six ranks by earning XP together: Crew, Flotilla, Squadron, Fleet, Armada, Grand Armada. Each rank unlocks more. Design your own banner at Flotilla, grow to 30 members, hold a bigger depot, and reach deeper quest rungs. The crest shows on the rankings and alliance pages, and there is a small moment when your banner rises.

The Tavern opens

A new building with games of nerve inside. Stack the merchant’s coins, keep a steady hand at Five Finger Fillet, or pour ale to the line in Last Pour, where every good mug leaves you drunker. Buy each table once with coins, and higher tavern levels open bolder tables. The game has sound effects now too, with their own switch and volume slider in Audio settings.

Plunder changes

Combat handbook

A plunder run is now anonymous in every outcome.

  • Before: a caught crew was questioned, and the victim learned your name and home island.
  • Now: even a caught crew gives up nothing. The risk of plundering is losing troops, never your identity.

Plunder also favours punching up: strikes against larger realms are easier to carry off, predatory hits against smaller realms are harder. And you can load Old Guild Seals onto a run for 12.5% better getaway odds per seal, up to four. Without seals no run beats 95% odds; a fully sealed run can reach a certain getaway.

New

  • Call for Aid: a day-long alliance SOS with one-tap response, standing allied garrisons, and a coalition battle report for everyone who helped.
  • Alliance ranks: a six-rank ladder with banner design, room for 30 members, a bigger depot, and deeper quests as you climb.
  • The Tavern: three pay-once games of nerve, with bolder tables at higher tavern levels.
  • Sea-lane wakes: busy shipping routes leave faint foam trails on the region map, a quiet hint of where cargo moves and where to lie in wait.
  • On an ally’s island the map now offers Transport and Offer Help instead of greyed-out attack buttons.
  • Viewing a building or research shows what its next level unlocks. Only the next milestone is revealed, so there is still discovery.
  • New governors get a much better start: a guided raiding arc after the tutorial, step-by-step goal guides, a skippable tutorial, and a Newcomer’s Favor that keeps first raids on empty shores from dead-ending.

Improved

  • Fleet templates can save chosen warships for attacks, raids, and plunder runs, with your plunder focus saved too.
  • Battle reports end with advice on how to turn the fight next time, and long casualty lists tuck into a tap-to-open block.
  • A patrol’s Crew Grit now lasts most of a week over a young outpost and wears out in a couple of days over a grand realm.
  • Idle colonies slip into neglect much more slowly, and one build a day is always enough to dig a slipped colony out.
  • Shuttered realms drop off the main scoreboard while away and rejoin on return, with a mark that says resting, not beaten.
  • Reaver’s Tithe starts at 300,000 plunder with gentler rungs, better for smaller alliances.
  • Alliance leaders can flag their alliance as Recruiting, allow instant joins, and reorder ranks with up and down arrows.
  • Marketplace sale dispatches read with character and name both ports with their coordinates.
  • The violet glow around consecrated islands is softer on the map.

Fixed

  • Keeping a blockade on station no longer makes your island view reload every second.
  • Transport convoys now choose the fastest merchant ships that can carry the cargo.
  • Raid and garrison pickers step by 1 for small forces, so a handful of units can always be selected.
  • Delivery reports include a button back to the sender’s island, with coordinates beside the island name.
  • Patrol controls stay reachable on mobile.
  • Governors who started long ago can no longer get stuck on the tutorial’s train-a-soldier step.