1.0.6 update - quests, quests!
Hey Merchants,

During the launch week it has become clear that the quests feel repetitive and not rewarding enough. In this update, we are addressing this. Expect it to be a start, not a final state. But it should set the direction where we want to go :)
Awarded for completing the quests. Can be:
1) Spent to purchase Special modules (at new island, see the picture above!)
2) Tradeed in for reduced tax @ trade posts
The old saves are going to work, but new quest island content (trading hub) is going to be available only on newly generated maps. You also won't always be getting the travel quests (not all travel objects are on the old maps). So yes - if you can, please start a new session.
Apart from that - we were overwhelmed by your feedback, but were really happy to receive it. Keep the reports/suggestions coming :) we might not implement it right away, but we sure appreciate hearing from you and try to gradually improve the game.
Best,
Vladimir

During the launch week it has become clear that the quests feel repetitive and not rewarding enough. In this update, we are addressing this. Expect it to be a start, not a final state. But it should set the direction where we want to go :)
Quest system improvements
- Tourism quests added to houses
- Item fetch quests become progressively harder (and progressively more rewarding) as you gain reputation with the trade guils
- Item fetch quests can ask you deliver items to other islands (before that they ask you to deliver stuff to the same island only)
- Shipwright lumber delivery quests (take them at the shipwrights) - reputation decreases ship prices.

New currency - guild tickets
Awarded for completing the quests. Can be:
1) Spent to purchase Special modules (at new island, see the picture above!)
2) Tradeed in for reduced tax @ trade posts
New modules, purchasable with guild tickets:
- Spyglass (increases your view range in navigation view and allows you to see the buildings on unvisited islands)
- Sturdy pickaxes (mine all resources as lesser wear)
- Magic Sails (move 25% faster, stacks with stronger sails)
- Autocharger - charges your ship automatically when you visit port (and actually takes the money for that, so be careful; luxury item)

Tweaks:
- When you buy a new ship, it has 50% charge now (no more sudden bankrupcies!)
- Bottom ship panel status is saved across screens and game restarts
- Moved reputation panel to the right (will no longer interrupt picking new quest / interacting with the building)
- Carrot will show reputation growth even when you don't gain levels (you could increase reward levels before if you participated in minigame)
- Carrot will now talk to you in the interaction menu (we're experimenting)
- Changed resolution of main objective goal mark in map ui
- Whenever you hire crew at a house, the people will march towards your ship
- Bumped the gold game objective numbers (increased each roughly by 2 times)
- Can only have one lumberjack / apple gatherer on an island from now on
- More city names as suggested
- "When is the next update" panel so you can be informed. Expect bi-weekly content updates (unless something huge is planned). Also hotfixes will be released ASAP and don't match this schedule.
Bugfixes:
- Bazaar no longer "eats" surplus items that it has no slots for
- Bazaar will correctly display stack price on multiple stacks of the same item
- Visual look of ship upgrade menu changes: now module buttons won't go over borders when upgrading bigger ship
The old saves are going to work, but new quest island content (trading hub) is going to be available only on newly generated maps. You also won't always be getting the travel quests (not all travel objects are on the old maps). So yes - if you can, please start a new session.
Apart from that - we were overwhelmed by your feedback, but were really happy to receive it. Keep the reports/suggestions coming :) we might not implement it right away, but we sure appreciate hearing from you and try to gradually improve the game.
Best,
Vladimir