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Claim an ocean, and whoever lives there decides. Alliance Council votes, new tavern games, a plunder rebalance, and your realm's Identity

Claim an ocean, and whoever lives there decides. Alliance Council votes, new tavern games, a plunder rebalance, and your realm's Identity

release

Your alliance can claim the open ocean now. Fly your flag over a stretch of the map, name its waters, and let the people who live there decide whether it is yours. Every island owner in the ocean gets one vote, and the claim carries on a simple majority over a two day window. It runs on the new Alliance Council, where any member raises a motion, sets how long the vote runs, and watches the tally come in live.

The plunder game is rebalanced

Plunder handbook

Grinding tiny islands no longer pays. Plundering a much smaller realm carries home far less loot and is far likelier to be caught, while near peer raids and punching up are untouched or rewarded. An undefended raid usually still gets away, so set a patrol to stop one. Blockades on a much weaker realm skim only a fraction of each caught convoy, and every dispatch screen now answers “will they know it was me” outright, with a tap through breakdown of every factor behind your odds.

Before: a blockade on a much smaller realm took most of each caught convoy, and being spotted read as a flat ninety percent.

Now: at the widest gap a blockade skims down to a tenth of the cargo, and being spotted is a gentle chance that grows with fleet size, drops with your Espionage, and only ever warns the defender.

New

  • Oceans. Claim, name, and fly your alliance flag over a stretch of sea, and its residents vote it yours. Vote or change your mind from the ocean’s map dialog, and a rival just votes no.
  • Alliance Council. Raise a motion, set how long the vote runs, and your banner votes For or Against with a live tally of who has voted.
  • Realm Identity. A new compass tab reads your recent raids, trade, and shrine deeds into a generated title like “The Ashfall Ledger”, and it fades if you go quiet.
  • New tavern games. Tooth Pulling, The Spitoon, Barrel Run, and Shave the Belly, played full screen with a leaderboard on every game.
  • The Weeping Stone. A new shrine expedition, a drought hamlet miracle mystery with a three way ending: expose the fraud, buy silence, or bring the relic home unsolved.
  • Send a garrison home. Any force another player has stationed on your island can be sent back from Forces, Army, Garrison.
  • Fleet Ranks. Tap your alliance’s rank crest to see every rank and what it unlocks: member berths, depot size, quest depth, custom banners.
  • Three new alliance quests, each with a levelling ladder: Empty the Stalls, Eyes on Every Harbour, and Harry the Tide. Progress counts even while you sleep.
  • Strike unseen. Any raid on a badly neglected island is anonymous. The report, the world Chronicle, and the boards never learn who hit them, and it starts no war. A new “Your name” line on every forecast tells you whether a strike will fly your banner.

Improved

  • Tavern games now unlock with credits earned by levelling the Tavern, one per level, one per table, and any table opens at any level.
  • The Black Tide looks the part now, dark corrupted islands with a stronghold standing in the middle, a fortress, a raider nest, or a war camp.
  • When the Black Tide attacks, your report names it and explains why it came, a reprisal for striking its shores or your lumen glow drawing its patrols, and how to keep the next wave away.
  • Divine Strain at the shrine is three simple slots now, one spent per rite, one back each hour, instead of a confusing second bar.
  • Recalled garrisons sail home across the sea like any other fleet, instead of blinking home instantly.
  • Mission details play an animated voyage, your ship sailing out, crossing the sea, and coming home.
  • Realm island cards glow when an island is cursed, and the Watchtower tab shows a red dot when a fleet is inbound.

Fixed

  • Sending goods to an island with no harbour is blocked up front with a clear reason, instead of the fleet sailing off and losing the cargo.
  • You cannot quietly close your account and orphan an alliance you lead. Hand leadership to another member or disband first.
  • The Ships tab tells you why a warship cannot be built when the harbour is full, instead of the button just greying out.
  • Sending all your merchants on a trade no longer locks the Send tab, so you can still re base your warships and spy ships.
  • Guildhall’s Anonymous Letter and the Town Crier’s Scroll no longer break on mobile or swallow a long message.