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Sail Forth News

Patch 1.6.8

[p]Ahoy! Here's another very small patch, with rather large implications. I recently discovered a quite annoying bug in the game which meant that the UI indicating the best way to adjust your sails was actually wrong. In certain cases, this could mean that if you followed the UI hints to adjust your sails or used the Auto Sail accessibility option you'd end up moving quite a bit slower than you could have been. [/p][p][/p][p]This was most apparent when sailing on a cross wind, where the UI would recommend sailing fully close-hauled when in reality the best trim would be about halfway, AKA a beam or broad reach. [/p][p][/p][p]I also slightly tweaked the UI for the bar, adding some small indicators which make the best trim position much more easily readable, especially if you have trouble distinguishing red and green colors. [/p][p][/p][h3]1.6.8[/h3]
  • [p]Bugfix: Fix desired sheet length calculation for boats to be more accurate for all points of sail[/p]
  • [p]Improvement: Add extra UI indicator to sail trim UI to make it more readable[/p]

Patch 1.6.7

Hi! This is a small bugfix patch which also includes a hotfix from Unity to address a recently discovered security exploit in their engine. As part of applying the hotfix, I've also updated the Unity engine by several major versions which may yield minor performance gains.

In addition to the bugfix, after seeing a few comments about it I've decided to slightly increase the Proa's top speed to better fit its role as the fastest ship on the Deepblue.

[h3]1.6.7[/h3]
  • Change: Increased Proa's max speed up to 15.
  • [Maelstrom] Bugfix: Fix for a case where the 4th Maelstrom boss encounter might not spawn. If you have experienced difficulty in finding the 4th boss, it should now spawn correctly for you once an in-game day passes and the appropriate quests have been completed.



I really appreciate everyone continuing to play and give feedback! I know the updates have slowed down, which is due to me taking the necessary time to begin new projects. That said, I do intend to create more content for Sail Forth in the future :)

And If you're interested in my future projects, a great way to follow along is by joining the Discord!

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 😊