Beta Patchnotes

Discord · #beta-notes

Join the Discord for the latest beta patch notes.

## Previous Betas

* adjusted the boat wake to hopefully fix some of the issues and make it look nicer. Further adjustments might still be necessary
* boats moving backwards will now correctly produce a reversed wake
* fixed a bug where you couldn't trade in Happy Bay

### 0.22.b1 - [14 September 2023]

This new beta is mainly aimed at testing some minor boat physics changes. There is no new content yet - this will be coming in the full update sometime soon! main changes

* reduced baseline drag on all boats. This should make all boats slightly faster in most conditions.
* increased rudder drag. Rudder drag increases with the angle of the rudder, meaning that the farther you turn the steering wheel, the more it will slow down the boat.
* more realistic mooring lines. Mooring ropes now have a fixed length. After tying a rope to a dock mooring, you can now grab the boat end of the rope to pull or release it manually (scroll wheel by default).
* improved boat wake and foam effects. Water should now react to the movement of your boat in a more realistic way.

Other minor changes

* your selected currency is now saved between sessions
* jumping now cancels crouching
* various bug fixes

Looking mainly for feedback regarding the feeling of the new boat physics. Is the speed fine, too fast, too slow? Is the effect of the rudder drag too high or too low? The aim of these new changes is to reward the player more for balancing the boat correctly. A boat with well balanced sails should now travel faster than before the update, while a poorly balanced one should be slower or the same. As always, thank you and enjoy!

## 0.21 Beta

### 0.21.b8 - [ 06 April 2023]

* added several new customization options for the brig, including a different helm position, and removable cargo racks
* several new sails added to the Fort Aestrin shipyard
* changed the shape of the brig's shrouds 2 option to better suit fore-and-aft sails
* reverted the brig's starting sails to the previous configuration (four squares, jib, gaff)
* linked square sails on one mast will now use the rotation limits of the sail with the lowest limits
* slightly reduced the strength of the wind shadow effect in some cases
* improved the performance of the wind shadow system
* fixed several bugs with the winches on the brig
* fixed various shipyard related bugs and other minor bugs
* all ships' starting sails should now have the correct rotation angle limits

### 0.21.b8 - [ 28 March 2023]

* mast and sail customization is now available for the brig. Further customization options such as cabins will be coming later.
* several new large sails are available in the Fort Aestrin shipyard
* the brig's starting rig is now two gaff sails instead of the previous square sails. This might change later depending on player feedback.
* sail prices are now automatically calculated based on their size and type
* added a checkbox for toggling the new high precision physics added in the last patch to help with stacking boxes. If you're experiencing performance issues since the last patch, you can try disabling this option.

### 0.21.b7 - [ 13 March 2023]

* fixed a bug where the starting sails on all boats would not furl/unfurl properly
* fixed several shipyard related bugs
* added two new large gaff sails in the Gold Rock City shipyard

### 0.21.b6 - [ 10 March 2023]

* fixed a bug where trapezoidal square sails had 0 area
* fixed a collision bug with multiple sails on one mast

### 0.21.b5 - [ 09 March 2023]

* collision checks when installing sails in the shipyard should now work more consistently
* changed the way sail area is calculated to be more consistent with the real size of the sail, especially for the new larger sails. You can generally expect larger sails to have more power now
* the sail area of each sail is now displayed in the shipyard
* slightly increased the strength of the wind shadow effect on sails
* stacked crates should now be less likely to slide
* some minor audio improvements

As you can see, this patch mainly focuses on fixing some technical issues with the sail customization system. The fixes are still not final, there will be further improvements coming in the next several updates.

Unfortunately, brig customization is not quite ready yet, but it is expected to come very soon!

### 0.21.b4 - [ 22 February 2023]

* the junk's mizzen 2 mast option should now work properly
* added several new large sails in Gold Rock City and Dragon Cliffs shipyards
* added several new customization options for the sanbuq and the junk, including a mast extension (topmast) for the sanbuq
* furling/unfurling a sail should now fix any visual cloth glitches

### 0.21.b3 - [ 16 February 2023]

* the junk's cabin can now be removed
* the junk's mizzen mast can now be removed
* the junk's mizzen mast 2 should now properly work in the shipyard
* fixed various other bugs with sail installation
* you can now move the shipyard camera by holding right mouse button

### 0.21.b2 - [ 08 February 2023]

* you can now customize the junk. Some new large sails are available at the Dragon Cliffs shipyard. More sails and other customization options will be added later. (currently the open cabin is not available for the junk for technical reasons; coming in the next patch)
* added several more large sails in the Gold Rock shipyard
* adjusted the sanbuq's physics
* it should now be possible to achieve higher speeds with different sail configurations besides the stock lateens
* reduced the strength of the wind shadow effect on sails

### 0.21.b1 - [ 27 January 2023]

New features to test:

* *Sanbuq customization*: You can now customize the sails, masts and other custom elements on the sanbuq (the large Al'Ankh ship). Several new large sails are also available at the Gold Rock City shipyard. More sails and other customization options will be added later.
* *Wind shadow*: Sails will now cast a "wind shadow" on other sails, meaning that a sail will not be able to catch any wind if there is another sail in front of it, blocking the wind. The strength of the shadow effect depends on the area of the sail as well as distance between the sails.

Please share your feedback related to the new features on the beta-general channel. Bugs can be reported in the beta-bug-reports channel. Thank you!

## 0.20 Beta

### 0.20.b9 - [ 01 December 2022]

* physics stability improvements
* slightly reduced profit margins on trade goods
* various minor bug fixes

This patch is mostly for the purpose of testing the new physics improvements. It should hopefully eliminate or at least significantly reduce physics glitches and random game crashes. The patch introduces some major changes to the boat physics system , so I want to make sure there are no new bugs and everything works fine before the official release of the economy update. Please report any physics glitches you encounter (boat jumping, flipping, reversing, game crashing, etc). There's no need to start a new game to test the economy, as it is expected to behave almost exactly the same as in the previous version, just with slightly lower profit margins.

### 0.20.b8 - [ 25 November 2022]

* fixed some bugs with the new tobacco trade goods
* fixed a bug where prices would change too quickly
* fixed a bug causing missions to not generate properly in some cases (you might still see no/very few missions for a few days after loading a previous save sometimes)
* you should not see duplicate missions anymore

### 0.20.b7 - [ 25 November 2022]

* more economy balance changes
* you can now trade crates of tobacco on the market

### 0.20.b6 - [ 22 November 2022]

* various economy balance changes, with the aim to increase profit margins, increase amount of goods for sale, slightly reduce variability and improve consistency
* lowered the cost of most food crates to match the prices of retail food (plus the cost of the crate and packaging fee)
* potential physics stability improvements, which might reduce the frequency of physics glitches and game crashes

### 0.20.b5 - [ 14 November 2022]

* the game should now save properly
* fixed a bug where some local missions would have too many goods
* local missions can now have up to 5 goods (6 for capital cities), but the amount is limited by your reputation (max 3 goods at the lowest level)
* fixed a bug causing too few missions being generated, especially in capital cities. You should now see a lot more missions with reasonable rewards on all islands

### 0.20.b4 - [ 13 November 2022]

* various changes to the economy balancing and the mission system, mainly to improve the availability of trade goods and missions on all islands, more consistent mission rewards, and more long distance missions
* fixed a bug where restarting the game would sometimes change the amount of goods available for trade
* the mission list is now separated into local and world missions (the UI is not fully finished yet, minor bugs are present, no need to report them)
* time will now pause in the trade menu
* trade receipts should now work correctly even with old saves
* fixed a bug where some trade goods would display their name twice when looked at
* when starting a new game, the moon phase will now be approaching full moon, to ensure the first several nights are bright

### 0.20.b3 - [ 09 November 2022]

* prices of trade goods should now change more slowly when buying or selling large quantities of goods
* various changes to the mission system; in general, you should see more high-paying missions and more variety, especially in the capital cities
* you can now track your transactions using trade receipts (available at the trade office), which will list your transactions along with their average price per good and total profit/loss
* the player will now automatically share the trade prices information from their previously visited islands with the island they're on
* increased transaction limit on the currency exchange to 10,000 coins
* reduced the rate of currency price changes
* increased the initial value of the Emerald Dragons (this will not affect your existing saves)
* fixed a bug where restarting the game would sometimes change the amount of goods available for trade
* buying and selling goods from vendors will now also affect the supply and prices at the trade office
* purchased goods should now properly display their name when looked at
* various minor bugfixes

### 0.20.b2 - [ 01 November 2022]

* fixed a bug causing too few missions being generated, especially in capital cities. You should now see a lot more missions with reasonable rewards on all islands
* fixed some inconsistent prices of trade goods when purchasing from vendors outside of the Sailwind office
* the prices of trade goods should no longer be negative in any situation
* prices of trade goods as well as available missions should now change less frequently
* you should no longer be able to exchange negative amounts of currency

### 0.20.b1 - [ 30 October 2022]

The beta version of the upcoming economy update (0.20.b1) is now available on the beta channel. The full patch notes for the update will be available on full release. For now, here are the main new features:

* *New economy system*: you can now buy and sell trade goods directly at the Sailwind office. The prices and availability will change over time based on a simulated supply and demand system. You will also have access to some information about the prices of goods on other islands, allowing more planning and predictability with trading.
* *Currencies*: each region now uses its own regional currency, and there is also a universal "gold" currency (at the moment only used for purchasing ships). You can exchange currencies at the Sailwind office in capital cities and several other islands. The exchange rate will vary over time, and your transactions will affect it as well. (if you load a previous save, your "old" gold will be converted automatically, with some amount split evenly between the three regional currencies, and new gold for larger amounts)
* *Missions*: missions are now integrated with the new economy system, using the market prices of goods to determine mission rewards and destinations. In general, you can expect more variety, such as some rare very high reward missions. Also, trans-oceaninc missions will now generally pay significantly less money. The goal with the new mission system is to encourage the player to gradually transition to trade for making most of their money.

Beta testing and feedback: The new economy is a complicated, dynamic system, which still requires some balancing and fine tuning. Major game-breaking bugs are also possible. The goal of this beta release is to gather some feedback to allow for better balancing and bug fixing before the full official release of the update. If you'd like to help out with testing, here are the most important points to focus on:

* *Trading*: does it feel fair, interesting and realistic? Can you make a reasonable amount of profit through trading skillfully? Is it too hard, or too easy?
* *Missions*: especially when starting a new game, are the mission rewards good? Is there enough variety? Any abnormal behavior, such as no/very few missions available?