Patch Notes: Ships of the Bay
Friend or foe
- Friendly ships have green health bars. A merchantman or a crown's ship that isn't after you shows a green bar over
her name, and her card reads "Friendly" in green. Fire on her, or become wanted enough that her crown's navy hunts
you, and she turns hostile - red, as before. Once the blow is forgotten, she's friendly again. A pirate who isn't
after you is neither, and a ship that has struck her colours is neither. - Thousands of ship names. Every ship is named for her trade and her waters: a crown's ships for their kings and
queens, their gods and their towns ("Eadwyre's Fury", "The Eagle of Cybiades"); pirates for beasts, Daedric princes
and deeds ("The Blind Gale", "Azura's Grin", "The Goldreaver"); merchantmen for their ports, wares and luck ("The
Menevia Mead", "The Patient Wren"). Every player sees the same ship under the same name. - Where a ship is bound. Within 400 m, a ship's tag shows her class and where she's going - moored at a harbour,
leaving it, patrolling off it, bound for the next port, or coming to your aid. The ship card shows the same line,
kept to one line.
Ships come and go
- Ships fade in and out. A ship sails into view fading in over a few seconds, and one heading out of range fades
away as she sails on, instead of popping in and out. Her shadow, lanterns, deck fires, smoke, wake and flag fade with
her. - Online, a ship never blinks. When the player who was sailing a ship moves away, another player near her takes
her over where she lies - no fading out and back in on anyone's screen. The same goes for raiders and a port's
moored ships.
Packets between the ports
- Ships sail between the Bay's ports. Packets - merchantmen, and some crown ships - sail lanes between neighbouring
port towns, berth, wait a while, and sail on. They keep one shared schedule, so every player meets the same ship in
the same water, and the ship you watch leave one port is the one that berths at the next. - They follow the water round headlands, take a free berth at the harbour, and lie off the port when there's no room.
A packet running late sails on as soon as she arrives; one running early waits for her time. - A packet that is sunk or taken is gone for everyone until her next voyage.
- The Ships at sea setting decides how many are out near you (none when it's off).
Sailing fixes
- Ships no longer stick on World of Daggerfall's ocean rocks. A rock now only stops you sailing into it: you can
always sail away from it, rocks behind you no longer hold you to a crawl, and a ship inside a rock pile can get out. - Ships no longer get stuck in place at sea, and the sails work there again. World of Daggerfall's levelling of
the ground near a town could lift the sea above the waterline there, leaving a ship beached in open water with her
sails refusing to move. The sea now stays at its level. With Iliac Puddle No More on, a boat can't be put in water
that is still too high, and you're told why. - A ship run aground can float off again, and backing off a shore now works.
- Your crew no longer talks over each other. Lines the whole crew sings or shouts show once; everything else shows
under the speaker's name, stacked neatly, never covering a mate's name.
What's Changed
- SHIPS OF THE BAY and AUDIT BAY, with FIELD BUGS 2026-10-02 (sailing): friendly ships, names, tags, fades, packets between the ports; ships free of the rocks by @Lattymoy in #534
Full Changelog: app-v0.1.5656...app-v0.1.5664