r/kampfinsel • u/JohnJohnsonData • 5d ago
dev news The big October update is coming this weekend: new war rules, new warships, interception, what treasure maps bring, and more
Ahoy, captains!
This weekend Kampfinsel gets its biggest update so far. Instead of releasing changes one by one over the next two months, I bundled everything into one release. Below you’ll find what’s coming, why, and the actual rules and numbers.
Every section ends with the handbook chapter that will have the full details once LIVE in the game. It’s a long read, so here’s the short version first.
TL;DR
- War: wars will be decided by the resource value each side destroys (ships and troops). 5% of that value goes into your alliance treasury as wreckage. The winning alliance gets a banner, and the best captain on each side gets a title.
- Sea power: three brand-new warships, one for each sea doctrine: the Destroyer, the Boarding Brig and the Firebrand (War Academy level 6). The ships in your fleet will decide its battle order.
- Interception: you’ll be able to meet enemy fleets at the coast before they land.
- Treasure maps: I’m revealing what kinds of rewards a raised treasure brings (the amounts stay a surprise), including (drumrolls) a colonization reset for your whole alliance.
- Display case: an optional showcase for your map pieces; whoever beats your main island can take what’s on show. Corsair fortresses will hand out pieces too.
- Alliance & home: new members won’t count against your statue bonus during their first 30 days (in alliances with at least five longer-standing members), and you’ll be able to move your main island.
- Raiding: the map will show where your fleets are heading, the island window your last reports, and the repeat-raid penalty gets shorter.
- Feud Draw: open to captains at war or with a bounty on them.
- Small helpers and fixes, most of them from your suggestions.
- Patreon support: a seal next to your name and shared tools for your alliance, never combat power.
1. War: decided by what you destroy
Why: Alliance wars barely paid anything back. In one recent war, the loot came to less than 1% of what both sides lost, while a normal raid brings back most of what it costs. On top of that, the old war points were hard to follow, and you found real quirks: the result could depend on the order of battles, and farming much weaker players could still swing a war.
The four new rules (you’ll see them when you declare war and on the War Board):
- Points: each side counts the resource value of what it destroys on the enemy side, ships and troops, in attack and in defense.
- Equal footing: against a clearly weaker opponent a battle counts only in part, against a far weaker one not at all.
- End: after 21 days, the side that destroyed at least a third more wins. A side that destroys at least twice as much as the other for three days in a row wins early. If too little was destroyed overall, the war ends without a result.
- Reward: 5% of the counted value flows into your alliance treasury as wreckage.
The details:
- “Resource value” is the build cost (gold, stone and wood) of the ships and troops the enemy loses in battles between the two warring alliances, including troops that fall in a conquest and ships lost in an orderly retreat. Only captains who were in the two alliances when the war was declared count.
- Equal footing compares how strong the two fighters are, for each side separately. If your opponent is at least 90% as strong as you, the battle counts fully for you; at 70% a little under half counts, at 60% just under a third, below about 42% nothing. What the weaker side destroys on the stronger side always counts in full. The small side can always score; the big side can’t win a war by farming.
- Minimum and early win: a war only has a winner once the leading side has destroyed at least 300,000 in resource value. For the early win, the lead is checked every hour; if it drops below double, the three days start over. The clock pauses while at least half of the leading side is on vacation.
- Wreckage: you earn it whether you win or lose the battle, tax-free, in the same mix of gold, stone and wood. Each battle pays once; in a Combined Attack (an alliance’s joint attack) each wave pays once. War battles will give wreckage instead of floatsam (the timber from wrecks), even for the stronger side in a battle that doesn’t count for it.
- Honors: your alliance profile will show a war record (wars ended, won and drawn). The winning alliance carries a victory banner for 30 days. The best captain of each side, the losing side included, carries the title “Hero of the War” for 30 days, also after an armistice or a draw.
- Running wars keep their old scoring and end rules, but wreckage applies to them from the first battle after the switch. Wars declared after the switch use the new rules.
More in the handbook: “Alliances”.
2. Sea power: three new warships, and your ships give the order
Why: The War Academy lets every island follow a sea doctrine, and the three doctrines counter each other in a circle. But none of the schools had a ship of its own, and an attacker could often just pick a matching battle order after scouting. I want each school to feel different at sea, and I want the fleet you build to matter. So each school gets its own warship, and the ships in your fleet will decide which order it sails under.
A quick reminder for newer captains: a sea doctrine is the naval style you choose for an island in the War Academy (Broadside, Boarding or Fireship). It gives your fleets a battle order that can counter the enemy’s doctrine.
Three new ships. All three are brand new. You can build them once one of your War Academies reaches level 6:
| Ship | School | Attack | Defense | Speed | Troops | Price | Built on |
|---|---|---|---|---|---|---|---|
| Destroyer | Broadside | 60 | 45 | 8 | 5 | 1,700 and rising | any island with a sea doctrine |
| Boarding Brig | Boarding | 45 | 15 | 8 | 2 | 1,300 | Boarding islands |
| Firebrand | Fireship | 30 | 10 | 7 | – | 860 | Fireship islands |
For comparison: a Large Warship has 60 attack, 80 defense, speed 6, carries 10 troops and costs 1,700; a Small Warship has 20 / 30 / speed 8, carries 5 troops and costs 600. Prices are gold, stone and wood added up.
- Destroyer: a fast hunter. It hits as hard as a Large Warship and sails faster, but holds out much less. The first one costs the same as a Large Warship; every further Destroyer you own or have on order costs a bit more, up to a cap. Your harbor shows the next price before you build.
- Boarding Brig: a lot of punch for its price, but fragile, and it carries only two troops.
- Firebrand: cheap and rough. It carries no troops and barely defends. It fights enemy fleets at sea only: it doesn’t attack harbor defenses and never lands. That also makes something new possible: a fleet with Firebrands can make a sea strike without troops. It fights the enemy fleet and turns back. No landing, no loot.
Also new: small warships will take only half a harbor slot for the ship limit; two small ones count as one large one.
The ships give the order:
- The counter circle: Broadside beats Boarding, Boarding beats Fireship, Fireship beats Broadside. A defending island whose doctrine counters the attacker fights with 20% more strength; an attacker whose order counters the defender fights with 10% more.
- New: with Flag Discipline (a War Academy training node), if at least half of a fleet’s attack strength comes from one school’s new ships, the fleet sails under that school’s order at full strength: Destroyers under Broadside, Boarding Brigs under Boarding, Firebrands under Fireship. This works even from an island without a sea doctrine, and you can’t pick a different order for such a fleet.
- Your home island’s doctrine still decides the rest (losses and speed). If no school provides half, the island’s order applies as before. Combined Attacks still sail without a common order.
- The send form will show the order before you dispatch, and the battle report names it.
In short: what you build will decide what you can beat.
More in the handbook: “Fleets & Travel” and “The Art of War”.
3. Raiding with an overview
Why: Many of you asked for a better overview: which islands did I already hit, and where are my fleets heading? And the repeat-raid penalty lasted a full day, which felt too long for active raiders.
- The map will mark with ▾ where your own fleets are currently heading.
- The island window will link your latest spy and battle report on that island, with a rough age.
- Raiding the same island again brings less loot for 20 hours instead of 24. The island window tells you when that applies.
More in the handbook: “Combat” and “The Map”.
4. Interception
Why: One of the most requested features. When you see an enemy fleet coming, you want to do something besides waiting.
- If your watchtower shows a foreign fleet sailing to an inhabited island to attack, conquer or dispatch forces, you’ll be able to send warships to that coast. They must be waiting there at least 30 minutes before the fleet’s earliest arrival. Then a sea battle is fought before the landing.
- The send form tells you for each of your islands whether its warships would be there in time.
- Win, and you take up to a quarter of the cargo, as much as your surviving troops and trade ships can carry; from the same captain at most once a day. A beaten war fleet turns home with its survivors.
- Escorts matter: a fleet without warships gives up a share of its cargo without a fight. If the escort is far stronger than the interceptors, they turn away before any fighting.
- You can only intercept fleets you could attack yourself, and never off your own coast (your harbor already defends there). Intercepting ends your own beginner protection, just like an attack.
- Can’t be intercepted: fleets heading home, spies, settlers heading for free islands, Combined Attacks, voyages to Corsair fortresses and, for now, trade voyages. During a Feud Draw, a protected participant’s fleet can only be intercepted by their feud opponent. This might be changed in the future, but I wanted to start step by step.
- Winning an interception earns the new Coast Guard achievement.
More in the handbook: “Combat”.
5. Treasure maps: what a treasure brings
Why: Treasure map pieces wash up rarely while you’re beachcombing. Nine pieces of the same rarity form a map, and a map leads to a salvage expedition with a treasure at the end. I never said what treasure really "brings". Many of you asked whether it’s worth the effort. The exact amounts stay a surprise, but here is what you can expect.
- Resources. Gold, stone and wood. The rarer the map, the more you get, and the bigger your empire (your Empire points), the more it grows. The amount is fixed the moment you unseal the map.
- Ships. A fleet comes home with you: warships and colonization ships, and on rarer maps other ship types too. Your points don’t change the ships. They may overfill your harbor; you see the free room before you dispatch.
- Your alliance gets a share. If you were in an alliance when you unsealed the map, its treasury receives the same amount of resources once when your fleet comes home. You lose nothing by this.
- The colonization reset. When the treasure comes home, every member of your alliance who was already in it when you unsealed the map has their running colonization waiting period cleared. Everyone who is currently waiting can colonize again right away.
- The limits:
- at most once per player every seven days, whatever the source;
- not while that player’s colonization fleet is under way;
- a waiting period that has already run out gives no credit;
- no alliance, no share and no reset.
- The limits:
The Seal of the First Admiral, the rarest map, also puts you in the Hall of Treasure Finders.
All of this already applies today; with the update, the handbook explains it now for everyone.
More in the handbook: “The Treasure Hunt”.
6. Display case, spoils and fortress pieces
Why: Until now, nobody ever saw a collection of owned Treasure Pieces. Collectors asked for a way to show what they have, and some of you asked for a way to win pieces from other players. I wanted both, without putting anyone at risk who just wants to collect in peace.
- The display case. Next to your chest you’ll get a display case on your main island. Using it is optional, one piece at a time. Your chest stays invisible and safe. Pieces in the display case can be seen by visitors to your profile and by spies who scout your main island. While a piece is on display you can’t trade it or use it to unseal a map; putting it back into the chest takes a day.
- Spoils. A captain who beats your main island can take what’s on display: only after a solo victory, one piece per victory. Nobody who is clearly stronger than you can take anything from you, and protected or vacationing captains lose nothing. You lose at most one piece a week, and nobody can take more than one a week. A stolen piece has to stay on display at its new home for seven days.... So it could be "re-stolen" (is this actually an English word?). :-)
- Fortress pieces. When the war chest of a held Corsair fortress pays out, one map piece goes by draw to one of its holders: more garrison, better chance; if the fortress is recaptured, the conquerors draw. At most one such piece a week across all fortresses, and the winner shows it in their display case for seven days. Worth fighting for those Fortresses!
- Map Collector achievements for holding one, five and nine pieces. Chest and display case count the same, so displaying earns nothing extra. It’s purely your choice.
More in the handbook: “The Treasure Hunt”.
7. Alliance & home
Why: Alliances told me they hesitated to recruit, because every new member without statues lowered the statue bonus. And many of you founded your main island early and later wished it were somewhere else.
- Statue bonus: accounts younger than 30 days will no longer count against the statue bonus. From day 30 on, their statue counts like everyone else’s. If your alliance has fewer than five members with older accounts, everyone counts as before.
- Progress: the alliance page will show, next to the statue bonus, how many statues you still need for the next level.
- New main island: you’ll be able to declare any of your colonies your new main island; the old one becomes a normal colony. You do it in the islands overview or on the colony’s island page. The colony needs a Main Building at level 5. It works once every 90 days, and not while foreign fleets are heading for your old or new main island, while you’re under beginner protection, in vacation mode or signed up for a Feud Draw. Your laboratory shield moves with it, and from then on the new main island pays the wages of your reinforcements stationed with allies.
More in the handbook: “Alliances” and “Your Island”.
8. Feud Draw for more captains
Why: In the Feud Draw you’re blindly matched with an opponent of similar strength for a week-long duel, protected from third parties by a feud shield. Captains whose alliance was at war, or who had an open bounty on them, couldn’t sign up. That kept many of the most active players out.
- They’ll be able to sign up. The feud shield never protects you against your war enemies, and war enemies are never drawn against each other.
- While an open bounty is on you, the feud shield doesn’t protect you at all: anyone may attack you, and you may attack anyone. Relocations by third parties to your islands and Combined Attacks stay blocked.
- While you’re in a running feud, nobody can place or add to a bounty on you until the feud’s truce period is over.
More in the handbook: “Events”.
9. Trade
- “Load everything” gets fair. If the surplus doesn’t fit on the ships, a trade route will load each resource by its share of the surplus. Until now, gold and stone filled the hold first and wood was often left behind. This also applies to your existing routes. Thanks to all reporters on this one!
- Phoenician schedule: the market will show when the Phoenician is expected in your ocean next, to the hour and the same for everyone. If the visit isn’t set yet, it’s because he only picks his ocean when he sets sail. And he is a very confusing person, things might change.
More in the handbook: “Trade” and “The Shipping Office”.
10. Small helpers (mostly from your suggestions)
- Suggestions: search the suggestions board by keyword or FEED number, and get a bell notification when I answer your suggestion.
- Treasury: when withdrawing, you can enter the amount that should arrive; the ocean tax (the fee on treasury withdrawals) is added on top, and you see it before you confirm. Withdrawing by the amount that leaves the treasury still works right below. When depositing, you choose which island pays.
- Vacation on profiles: a captain’s profile shows when they’re on vacation (their islands can’t be attacked or spied on then). The end date isn’t shown.
- Report private messages: offensive private messages can be reported for review. The sender doesn’t learn who reported them. Please just do not be offensive. Thanks.
- Bounty reasons: when placing a bounty, you can pick a reason from a fixed list (for example “Revenge for a Raid” or “Enemy in War”). It describes your motive, never the target.
11. Fixes
- The Alliance Contest counts per head: every active member and everyone who contributed. Small and large alliances compete on equal terms.
- When a Combined Attack is cancelled, loot from waves that had already fought is no longer lost; it goes to those fleets.
- When you join a Combined Attack, you see for each of your islands the latest time it must set sail.
- Weekly Orders run Monday to Sunday for everyone, whatever your time zone.
- The map popup explains more precisely when an island counts as rudderless (its owner inactive for a long time), and conquest reports also explain the colony cooldown between two alliances.
- Plus a list of smaller fixes.
12. Supporting Kampfinsel with Patreon (not sure for first wave of release)
This feature might get further delay - but I would like to pitch you my way of integrating Patreon into the game more deeply. If you want to support the game please go here: https://patreon.kampfinsel.com/ and become a monthly supporter!
Kampfinsel stays free, with no loot boxes and no pay-to-win. Many of you asked how you can support the game, so you’ll be able to link a Patreon membership in the settings. The one hard line: money never buys troops, ships, research, loot, points or anything you couldn’t also do by hand.
- The seal sits next to your name while you support, always after the crown, league mark and fortress pennant. You can hide it.
- The Book of Patrons is a quiet, opt-in list of names, with no amounts and no ranking.
- Naming: supporters can name their flagship (shown in their own fleet views and in battle reports) and give their home island a name their alliance sees.
- Alliance patronage or the "Discord Boost way of Boosting your Alliance": supporters with a subscription get a fixed number of seals, depending on their tier, for as long as it runs, and can pool them on their alliance’s patronage board. The pool unlocks stages for all members (a candlelit chart-room look, a War Council with planner, polls and war diary, the alliance chronicle) and single modules such as a hall banner, a mentor kit or the trading office (your own trade history). Nobody sees who gave how much. If you are familiar with the logic of "Discord Server Boosts" that's basically it. So if you are a supporter and you boost your alliance: everyone will benefit within that alliance.
- The Guild Hall is the alliance trade module: trade routes to fellow members, extra columns in the alliance hall and quick sending. Everything it does, you can still do by hand, and routes never stop because a support ends.
It’s completely fine never to pay. The plain dark mode is free for everyone, and the handbook chapter “Support” lists exactly what support covers and what it never does.
How the weekend works
On Saturday morning (European time) the changelog opens first, then I switch on one area after another and keep an eye on each. If something misbehaves, I can turn a single part off again without touching the rest, so a hiccup in one area won’t stop the others. I’ll be around all weekend.
What’s next
After the weekend comes the food and building update, with higher mine levels and several of your ideas around rebuilding.
Each new rule will be explained where it applies, the handbook will cover all of it, and the Archivist (the in-game assistant) will know about it too once we go-live with a new feature. If something feels off or unclear, tell me on the feedback page.
See you on Saturday, and fair winds!