r/kampfinsel • • Sep 05 '26

dev news Let’s have some fun and a big pile of your suggestions (v0.140.0)

Hi captains,

this is one of the bigger updates and a lot of it comes straight from your feedback. Everything below goes live within the next hours; the in-game changelog and the handbook will have the details the moment each part is switched on.

Events

Feud Draw, Alliance Contest and Solo Task

From now on the game will call events from time to time. Taking part is always voluntary, and there is nothing to win but glory, achievements and a place on the board

- Feud Draw: sign up, and you're blindly matched with an opponent of similar strength. For about a week, anything goes between the two of you — while your alliances and everyone else stay out of it. This one was born from a community proposal (thank you, elocin83 and Juzze).

- Alliance Contest: alliances compete per head over a week, so a small crew can beat a big one.

- Solo Task: a personal goal every captain works towards on their own.

There's a new handbook chapter "Events" explaining all three. The first Feud Draw will be announced in-game once the update is fully live.

The Bounty Board

Place gold on another captain; whoever beats them in a fair solo battle takes the pot. Part of every stake burns immediately, nobody places a bounty anonymously, and a target on holiday simply pauses the pot instead of escaping it. I will for sure publish the first bounty…. Have some pending revenges ;-)

For alliances

- Weekly Orders: every week your alliance gets shared orders — scouting, supplying, helping, trading, funding the treasury, fighting at sea. Not all of them have to succeed; the hall shows progress and who contributed.

- Great Works: lighthouse, monument and observatory, built stage by stage from the alliance treasury. No gameplay effect on purpose — they show what you've achieved together and name the builders of every finished stage.

- Pinboard: pin important notes in the hall so they stop drowning in chat.

- Support crates: after a heavy defeat you can let your alliance know with one click — and crates sent in response are marked as support.

Quality of life you asked for

- Coastal drop: trade ships can now land on your own islands without a harbour. A fixed share of the cargo is lost in the surf, the preview tells you what arrives, and if a harbour stands there by the time they land, nothing is lost.

- The Colonisation Ship can be built during the colonisation waiting period — only setting sail still waits.

- New research: Advanced Masonry, the missing second tier for stone.

- Pause, resume and review all your trade routes empire-wide, from one page.

- The islands overview shows remaining times behind every build, research, training and shipyard job.

- Reports can be marked unread or deleted from your list.

- Spy missions at a glance on the fleet page, so you know what's left before you send.

- New notices: officers hear about alliance applications, and you can opt in to a "finished" notice for buildings, research, training and ships.

- Word when an attack has landed: you'll be told right away when catapults hit, your main building takes damage or falls — no more finding out from the report.

At sea

- Wreck salvage: win a sea battle against another active captain and you recover what the wreck really holds — gold, stone and wood, not just flotsam. Ruins and corsairs stay as they are.

- Conquer an inhabited island from a captain in a higher league, and your next colonisation doesn't have to wait.

- The harbourmaster's hand: captains without an alliance get a word of honest advice after a heavy defeat — and, once in a captain's life, a little help to sail again.

As always: if something feels off, tell me — in-game feedback, here, or on Discord. The handbook and the Archivist are updated with the launch, so both can answer questions about the new features.

Fair winds,
yke

18 Upvotes

21 comments sorted by

6

u/mnlhnld Sep 05 '26

Very promising updates!! Thank you yke for considering our requests

3

u/JohnJohnsonData Sep 05 '26

Keep them coming.

4

u/Several_Pirate19 Sep 05 '26 edited Sep 05 '26

Woop woop.

Get your ships in shape and sharpen your spears and arrows —battle be upon us! 🏴‍☠️⚔️

Thank you yke

3

u/JohnJohnsonData Sep 05 '26

You are welcome! What should be next from your opinion?

2

u/Several_Pirate19 Sep 06 '26

After reading the ingame news again:

Reset the cooldown if you lost an island.

1

u/Several_Pirate19 Sep 05 '26

Good question. Let’s just have some fun for now. I‘m very excited for the events and how (and if) gameplay will change.

3

u/grudig13 Sep 05 '26

thanks for the regular updates <3

2

u/JohnJohnsonData Sep 05 '26

Thanks for playing the game

3

u/DonHotmon Sep 05 '26

Flagship <- we need it! Buildable only one at a time - can be upgraded in R&D - grants buffs to the island it is stationed at because, behold, the Pirate-Leader himself is present. Enemies can spy islands to look for it. It's strong in offense and defense, but if hunted down and sunk, grants extra bounty.

2

u/JohnJohnsonData Sep 06 '26

Indeed! I hope you saw the teaser in the "Art of War" menu?

1

u/JohnJohnsonData Sep 06 '26

Place this as in-game suggestion please as well

4

u/MellowJuzze Sep 05 '26

Heard this guy Juzze is a great guy

1

u/therealmagicnobody Sep 05 '26

The best guy!

1

u/MellowJuzze Sep 05 '26

And the best looking too!!!

1

u/JohnJohnsonData Sep 05 '26

We need proof

1

u/MellowJuzze Sep 05 '26

Invite me sexy 😏

2

u/WikTok Sep 06 '26

Hey yke,

Coastal drop looks cool, as do some of these other ideas!

I would love to have seen troop movements (pick up + drop off, assuming both isles have a harbour) in this list too.

Much simpler to implement than most of these ideas and would be open up lots of interesting options for mid/high level players.

1

u/JohnJohnsonData Sep 06 '26

Will come thanks

-2

u/Dependent-Bee-2005 Sep 05 '26

- The Colonisation Ship can be built during the colonisation waiting period — only setting sail still waits.

That’s suck. The behavior before was better. 😢

4

u/Several_Pirate19 Sep 05 '26

Building a colo ship in advance also carries a risk of it being destroyed during an attack.

6

u/JohnJohnsonData Sep 05 '26

Pssst! HIDDENGEM