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Patch 1.6.6a

Hello, this is just a tiny patch that does not change the version number in order to sync with the 1.6.6 that is going out to consoles and epic today.

The biggest thing is making the ship shape shop not attack you when you have negative civilian standing. It was kind of fun but was an accident initially, and I think it is too confusing for many players.

Also I think thematically the slug merchants wouldn't get involved in your conflict and would simply prefer to take your Boat Parts 😄

[h3]1.6.6a[/h3]
  • Improvement: Many performance improvements across the board, particularly with large numbers of boats on screen
  • Bugfix: The Ship Shape Shop is now considered a neutral entity and will not attack when you have negative standing with civilians



Thank you for playing and fair winds to you!

Patch 1.6.6

Hello, here's a quick Christmas patch with some fixes and tweaks! This includes a couple changes that should hopefully address some issues people have encountered with the open world.

The first one is the introduction of a timed auto save feature. An unintended side-effect of the new Deep Blue open ocean was that saving occurred far less frequently as it was only triggered upon entering a location. This meant it was possible to spend a bunch of time in the open ocean without saving, and if you were sunk you could lose a lot of progress. To address this I'm adding a 5 minute auto save timer which will save when out of combat.

The second thing is more subtle and if it works right shouldn't even be noticeable. During a recent play session in a new game I noticed that it was possible to not encounter any NPC boats for quite a while if you just happened to not cross paths with them as they wander. I think this isn't ideal as it can lead to having a pretty boring experience if you get unlucky, and new players might not even realize that there *are* NPC boats out there. To address this I've made some tweaks to the NPC wandering logic which makes them more likely to cross paths with you if it's been a while since you last encountered something 'fun'. This should *not* result in a constant stream of ships heading your way, the aim is just to prevent long stretches of encountering nothing.

[h3]1.6.6[/h3]
  • Improvement: Auto save the game on a timer when out of combat to prevent loss of progress.
  • Improvement: Occasionally redirect NPC boats towards player if you haven't encountered anything in a while.
  • Bugfix: Prevent pressing 'B' to close a menu from lowering your boat's sails at the same time
  • Bugfix: Fix case where broken on-screen tutorial text could be displayed
  • Bugfix: Fix some errors that could happen when NPCs were sunk, potentially fixing some black screen bugs I've seen reported.
  • [Maelstrom] Bugfix: Wormkin forts now regenerate every 3 in-game days, instead of never.



Thanks to everyone for your continued support, and happy holidays!

Patch 1.6.5

Hi, glad to see people enjoying the Before the Wind update! I got a couple bug reports and some feedback and have made some small changes to address these.

[h3]1.6.5[/h3]
  • Improvement: Add shell spells to the Moontide Shell Shop for controlling the weather. Useful for sailors hunting those last few fish!
  • [Maelstrom] Improvement: Lightkeepers at the Lighthouse will now give directions to find the Maelstrom if you have not found it yet.
  • [Maelstrom] Improvement: More sailor types can be rescued from the Wormkin cages
  • Bugfix: Fix case where certain loadouts would have a broken visual at a distance


Thanks to everyone for playing and following along with the game! It was really nice to see all the positive comments about 1.6 😊

Sail Forth 1.6 - Before the Wind

1.6: Before the Wind


Hello, it's been a while, but I'm happy to formally release the 1.6.0 update to Sail Forth, which I'm calling Before the Wind! This update contains a wide variety of features and improvements that are focused around both responding to community feedback and better integrating the recently added open world design with the rest of the game.

The key new features are a combined and improved map screen, a new spyglass item, persistent NPC ships which inhabit the world, and an expanded world map + new bosses for the Maelstrom DLC.

[h2] World Map[/h2]

The world map has been changed and improved significantly. The old Area Map and World Map items on the Radial Menu have been combined into a single Map which can be zoomed in and out of. You can fast travel when zoomed out in the map, and view nearby islands or points of interest when zoomed in. Map markers can now be viewed and placed regardless of the zoom level.



The map now also displays a global wind field representing the wind direction at that location. I read feedback that some players experienced the wind suddenly changing directions unexpectedly as they traveled, which I discovered the source of and fixed. The wind is now a smooth field across the entire world map which shifts slowly over time and with weather conditions, and there should be no sharp changes in direction. This should make planning a sailing route to a destination a lot easier!

With the new map features and further improvements to the open world which I'll get into below, it also made sense to prevent fast travel to locations until they have been visited at least once. Locations that have not been explored yet are now labeled on the map, and the fog of war visuals have been improved to display exactly where you've explored anywhere in the Deepblue.



[h2] Spyglass[/h2]

The spyglass is a brand new key item which is given to the player during the opening tutorial. Saves that have already completed the opening will simply have the spyglass added to their inventory.

It occupies a conveniently freed up spot on the Radial Menu and can be used to spot distant locations and ships. Spotted locations are marked on the map as an Unrevealed Location. This is a big new way to explore and find locations around you while sailing in the ocean.



Spotting distant ships is a handy way to identify hostile ships before they engage you, so you can decide whether to try to avoid them or attack. Some ships now have special names, which will be displayed if they have one, which brings us to the next feature!



[h2] Persistent Entities[/h2]

All of the generated enemy and friendly ships are now persistent entities in the world which have their own agendas. Both enemy and friendly ships will sail between locations and can be encountered while out in the Deepblue. This should greatly increase the amount of stuff going on when sailing between locations, as previously these ships could only be encountered within a location.

Entities traveling around the world map in the editor view

The old merchant fleets which sometimes spawned at Shipshape Shop locations have been updated with this system, and now travel between all the different shops. Following them is handy way to discover new areas!



Friendly ships also now better track player reputation, which means that pirating merchant fleets should be a bit more of a dangerous career.



There is also a new entity type, which is a Skull fleet. These are difficult enemies that should be avoided unless you are well armed.



[h2] New Ships[/h2]

I've also added two new ships to the game. The first is the Swift, a lighter Brigantine rig which is fast but still decently armed. It's a great pick for exploring dangerous areas!



The next is the Proa, a Polynesian-influenced outrigger which is quite nimble and also very lightly armed. Great for quick travel but skilled sailors can also completely out maneuver opponents.



[h2] Maelstrom[/h2]

Finally, the Maelstrom DLC has been massively expanded upon, increasing the size of its world map and added 4 new bosses to encounter within it.

The world under the Maelstroms, the Underside, is now its own full map which connects to the above world at each of the Maelstrom locations. These can be sailed between just like in the above world.



There are also 4 new bosses to defeat within the Underside, which are unlocked as the main story is progressed. These bosses drop new powerful upgrades for your fleet and can be fought multiple times.



The Arcane Shop has two new weapons available, the Light Bringer and the Sun Lance. The Sun Lance is the first beam weapon that can be equipped to ships, and is a lot of fun to use.

[h2] Bug Fixes[/h2]

There are a bunch of bug fixes and smaller improvements as well, too many to enumerate. Some key things to mention though are a fix to Xbox which could cause saves to lose their DLC items, a totally rewritten final boss based on player feedback, and some fixes to a few fish which were not spawning under the conditions they were intended to.

[h2] Thank you[/h2]

Thank you once again for your continued support and patience, this update would honestly not exist without your support! I want to give special thanks to all the members of the Discord who gave detailed feedback and tested early versions of this update. I'd encourage everyone to join the Discord if you're interested in getting the most up to date news on the game's development, news about beta versions, and eventually future projects beyond Sail Forth!

I'd also say that if you've been lurking and waiting to try the game, now would be a great time to try it out! I think this update puts it in a really good place and it's the closest it's ever been to what I imagined.

Good luck, and Gorbspeed!

Update 3 Open Beta


Hi everyone, I've been working on a pretty large update to the game which includes quite a bit of stuff, and I think it's about time to make it available in the experimental branch for testing. It still has a ways to go so I expect it to remain in the preview branch for a while longer while I bug fix and finish additional content not yet enabled in this release.

The biggest changes so far are combining the world/local map into 1 radial menu item, the addition of the spyglass, and the world entity system. The map now shows a wind field to help plan your sailing routes better, this will shift over the course of in-game days! The spyglass is obtained during the tutorial and is used to spot distant locations and ships. The entity system allows for fully persistent AI boats that travel around the world in the same way you do, and can be encountered out in the Deepblue or within locations. This completely replaces the old system of simply spawning a few NPCs randomly at each location.

This is compatible with old saves, but as usual your save will not be portable back to the old version of the game (see below for instructions on recovering your original save file).

[h2]** Joining the beta **[/h2]
If you have the game on Steam and would like to opt-in to the beta, you can do so by right-clicking the game in your Library, selecting Properties > Betas, and choosing `public_preview` from the dropdown. You'll see `1.6.0` at the bottom right of the in-game options screen if you're on the beta.

[h2]** Before you play **[/h2]
It is very important to note that if you do this your save file will become incompatible with the old version! The game will automatically create a backup of your original save on load, which can be found on Windows at `%appdata%\..\LocalLow\Festive Vector\Sail Forth\boat-game-old.save`

If you want to return to playing the old version before the update is released, replace `boat-game.save` with `boat-game-{previous version}.save` Otherwise you can continue playing your save in the public preview branch until the update is fully released. The previous version should be `1.5.8` if you were playing on an up to date build of the game.

Unlike previous betas I've done, this one is going to be longer, and I expect a lot of changes to be coming into the preview branch as there is still at least one major feature I intend to add. This means things will probably be less stable than usual, so please be ready to experience *bugs*. For instance, the Free Sail mode is likely broken at the moment due to the new entity system, which will of course be fixed but is just a low priority right now in terms of getting the update ready.

[h2]** Bug reporting **[/h2]
If you find a bug you can now report it directly from the game, using the 'Feedback' option found in the pause menu. This is helpful for me as it includes a copy of your save file, the log, and a screenshot which makes it much easier for me to find and fix the bug.

[h2]Changelog[/h2]

[h3]Base Game[/h3]
  • Area Map and World Map are combined into a single item on the Radial Menu
  • Map marker can be viewed and placed from the zoomed out world map mode
  • Map identifies unexplored locations
  • Unexplored locations cannot be fast traveled to
  • Map now shows the global wind field in the background
  • Wind is now a continuous field across the entire world, shifting over time
  • World Entity system: Enemy and friendly boat NPCs are now persistent entities in the world
  • NPC boats have their own agenda and travel around the world freely
  • Players can now encounter these boats out in the Deepblue
  • Added new Enemy Fleet entity type, lead by a large pirate flagship
  • Added Croaker Subs as a potential NPC type, which will patrol Autumn Isles and engage pirates/tekk clan
  • Some NPC boats have custom names, visible in Spyglass view
  • Added new Spyglass key item
  • Acquired in tutorial instead of first map fragment
  • Used from Radial Menu to spot distant locations and ships
  • Can place map marker directly from Spyglass when looking at a Point of Interest
  • Will be retroactively added to existing saves that have completed the tutorial
  • New large class ship: The Swift, a light brigantine rigged ship
  • Revised final boss battle to hopefully be less tedious and more fun
  • AI ships will try to tack against the wind to reach their destination faster
  • Skull ships will use cosmetics to express themselves
  • (PC Only): Custom sail decals can now be loaded from the game’s save folder
  • New art assets for birds
  • Better preview when customizing boat sails and colors
  • Moontide weapon fx are less blindingly bright
  • Player reputation is better tracked by civilians and merchant ships, engaging in piracy should have more consequences now
  • General perf improvements to rendering
  • Bugfix: Fix some cases where some encounters like the Shell Shop might fail to spawn in the location they are said to be in
  • Bugfix: Xbox should properly recognize DLC on launch, fixing issue that could result in DLC items being stripped from save file
  • Bugfix: Final boss should no longer get stuck in first phase
  • Bugfix: Shell Shop no longer sells first item for free
  • Bugfix: Potential error in fast travel route planning causing the route to be longer than necessary
  • Bugfix: Potential error in Moontide rescue animals encounter
  • Bugfix: The ‘Glubsugnite’ fish now spawns in the biome it is said to spawn in
  • Bugfix: Moontide intro should occur properly when entering Pine Peaks for the first time
  • Bugfix: Skull Summoning Circle is properly shown in the map legend
  • Bugfix: Escorts should not target boats the player is currently boarding
  • More to come...


[h3]Maelstrom[/h3]
  • Improvement: New weapon, the Arcane Sun Lance
  • More to come...