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Hansa ForeverNewsChinese&Game Fixes
In-game event

Chinese&Game Fixes

Hansa Forever · published 24 Sep 2026, 17:18 UTC · build 25510145

All newsPlayers around this dateRead on Steam

Chinese&Game Fixes

This update brings full Traditional Chinese support together with every completed player-facing improvement included in Build 25510145.

Language and Interface

  • Traditional Chinese support: The complete interface now supports Traditional Chinese with 1,088 offline text entries, 80 dynamic templates, Steam language detection, and a dedicated readable font fallback.
  • Shipyard tab readability: Market now uses the same textured label treatment as the other tabs, while Construction, Order List, Upgrade, and Repair labels are centered consistently.
  • Shipyard Market cleanup: The stray square behind the scale icon and the line artifact above the Market label were removed.
  • Unified Market tab surface: The Market icon and label now sit on one continuous parchment or blue-fabric surface that ends cleanly above the iron strip.
  • Trade Ledger interaction: The draggable amount card remains responsive even if the UI drag event is interrupted, and the product icon now fills its authored frame correctly.
  • Convoy tab continuity: Selecting a convoy leader or member no longer forces ShipPanel back to the Route tab.

World and Visual Polish

  • WorldScene edge fix: The bright blue strip at the Riga-side screen boundary is gone; the right edge remains fully opaque while the intended southern transition is preserved.
  • Kingdoms Mode clarity: Political colors are more distinct without hiding terrain detail, borders are clearer, and moving ships use sharper 3D previews with preserved ownership colors.
  • Layered rain VFX: Rain now combines primary and fine drops, world-collision micro-splashes, and terrain-following ground mist while retaining wet terrain, audio, day/night, pause, and game-speed behavior.
  • Rain visibility: Drop transparency, width, density, and stretched-billboard settings were refined so rain remains visible at real gameplay distance without black rectangles or oversized close drops.
  • Living chimney smoke: Up to five houses smoke intermittently with natural grey particles; emission, rise, and timing follow game speed and freeze while paused.

Guilds, Missions, and Saves

  • Guild Missions: Monthly offers are generated by the simulation, expire after seven days if ignored, and support working Accept and Cancel actions. Prosperity missions clearly require profitable sales by three different ships, while AI Aldermen follow the corrected mission and monthly-decision rules.
  • Mayor candidacy: Both the action and election panel now enforce the same requirement: Rank 5 — Guildsman status and candidacy in the player's hometown.
  • Clean v8 mission start: Saves upgraded from schema v7 begin the new Guild Mission and Town Hall Mission systems cleanly; all other compatible save data is preserved and the original files are not deleted.

Ships, Trade, and Player Feedback

  • Player-created convoys: Up to three eligible ships belonging to the same player and waiting in the same port can be merged into one convoy. Individual identity, cargo, save data, shared capacity, slowest-ship speed, trading, deliveries, and separation rules are preserved.
  • Angren feedback fixes: Player-built houses open their information panel and construction sites grow over their 25-day build period. Inter-city gross price spread is capped at 30%; ShipPanel gained previous/next ship arrows, Trade Ledger shows average purchase price, WorldScene shows dotted player routes, and the default speed is now 2x while existing preferences remain intact.

Construction and City Defenses

  • House scale and rotation: Architect-built houses now use the real 6.51 m city footprint instead of the old 13.50 m target. Placement can rotate in 15° steps, and the chosen angle survives construction and save/load.
  • Defensive Tower project: Every city can fund and build permanent Defensive Towers through the City Council and Architect flow. Each tower costs 20,000 Gold, takes 25 days, and uses one of six fixed positions beside the city's three gates.
  • Tower detail: Roofless battlement towers now include deep window recesses, stone surrounds, smoky glass, lead framing, and fully detailed bombard cannons with barrels, carriages, ironwork, and wheels.
  • Architect card artwork: The raw three-tower render was replaced by a readable Hanseatic city scene showing one roofless tower directly connected to its wall.

Performance

  • Broad optimization pass: Active renderers on the modular three-story house fell from 541 to 77 while preserving all 288 houses across 18 cities. Ship Chronicle scans, fonts, Kingdom Country Panel, siege rams, weather updates, terrain lookup, and chimney-smoke scheduling were also optimized, while the existing shared WorldScene ship-preview cache was retained.

Thank you for your reports and continued support.

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