Clearing a Black Tide island takes a siege, the Chronicle stops repeating itself, and named rocks in the open sea
The Black Tide
The Tide was too easy to be rid of. It would take a shore near a new Governor and be gone inside half an hour, so it never became something you had to live alongside. Three changes fix that together.
Taking a Tide island back is a siege now. The Tide holds it from its hall, only catapults reach a hall, and the garrison rebuilds between your waves, so expect three or four of them. One overwhelming fleet will fail. A wave you win that leaves the island in Tide hands says so plainly, rather than reading as a victory that changed nothing.
A Tide island that takes damage now rebuilds itself. Before this, a raided island sat broken at level one forever, which is how the Tide thinned out and stopped being a threat.
And it answers what you build. Raise or upgrade a church and the Tide takes a shore near you, because the church is the lumen reliquary, it sets the cap on what a raider can steal from you, and its light carries out to open water. Brand-new Governors are left out of this while their protection holds.
The Chronicle
The paper is written the evening before you read it, so nobody opens it to a templated stand-in. The writer is held to a retired-phrase list across issues, which took worn phrases per article from 4.7 to 0.0.
New
- Named rocks in the open sea, one per stretch of water. Nobody knows yet what they’re for.
- Ability to switch off routine desk notices like route arrival notifications, so the real alarms stop being buried under them
Improved
- A fifth monument, The Unmoved Walrus! Well done Windy :)
- Various changes to the Chronicle
- Garrison missions show as normal fleet cards
- Workshop, viewing a good, added send cargo shortcut button
- Market title mentions the island you are trading from
- Cleaner top bar and added music button
- Alliance listings improved for new players joining
- A Max button on the monument
- Goods pages read cleaner
- New joiners who do nothing, their islands become forsaken in 7 days, not 14, so the land they never used comes back into play sooner
- New governors no longer start beside the biggest players, so your first week is not spent next to someone who can erase you
- 20 new arrival lines and 54 new welcome shouts in world chat
- Various report improvements including garrison
- Many new player onboarding improvements
Fixed
- Load a War Drum and the Battle Forecast counts it. The drums always beat in the battle itself, only the forecast missed them, so you could not see what you had paid for.
- A shipment that fails to land is no longer reported as delivered.
- The market Ledger lists every offer you’ve posted from any island, so you can cancel one without hunting for the island that posted it
- An allies-only defence no longer reads as undefended.
- An alliance whose leader leaves passes Admiral to its most active member, instead of being left with nobody able to run it
- Combined attacks no longer stick in flight after a restart.
- Recalling a garrison works from any island.
- Troops off garrison duty no longer read as a recalled Transport.
- Offering your whole treasury to the monument no longer errors.
- Numbers such as train time glow only for lumen powers.
- Forces, fixed when it keeps going back to cargo tab
- Realm stops calling a full but healthy island Troubled.
- The Build dialog keeps your research branch when you switch islands.
- Patrols appear as soon as you deploy them, rendering improvement
- Realm standings match the leaderboard card.
- The Chronicle stopped telling the counting joke.
- New Governors are not handed the release notice.
- The advisor stops asking you to join an alliance you’ve joined.
- A spy or raid target wears a red ring, not gold.
Thanks
Some of this release started as your reports. Thanks to Flowkap, Dison and TheBxl.