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Hansa ForeverNewsMultiplayer
In-game event

Multiplayer

Hansa Forever · published 13 Oct 2026, 15:32 UTC · build 25910607

All newsPlayers around this dateRead on Steam

Patch Notes

Multiplayer

  • Multiplayer has not yet been tested with multiple players and may not work correctly.
  • Share a trading world with up to four players. Host Public or Friends Only games, or find compatible open worlds through the searchable, scrollable Public Games browser. Saved worlds retain their original players.
  • Multiplayer has a dedicated full-screen harbour page with merchant profiles, lobby readiness, player counts and version information. Fixed menu loading, lobby click boundaries and button label spacing.
  • Added lobby and in-game chat. Multiplayer starts at x1; the host selects lobby speed, while in-game speed changes require everyone's approval within ten seconds.
  • News Bulletin announces other players' new Ledger Houses and their total count. Improved multiplayer Mayor candidacy, mission handling and host-authorized hometown relocation.

Cities and buildings

  • Renewed Town Hall, Minster, Guild, Architect, Ledger House, Market, Tavern and several production buildings with detailed Hanseatic exteriors. Ledger Houses are smaller, and warehouses now have blue-grey slate roofs.
  • Added crop, vineyard and apiary gardens, plus roaming sheep, cattle and pigs. Adjoining parcels of the same farm share one main building and merge their outside fences.
  • Outdoor workplace workers now reflect city population and staffing, with harvesting, tool work and delivery activities. Actual employment and worker settings remain unchanged.
  • Mayors can fund city-wall enlargement through Town Hall's City Council. Construction replaces the enclosure while retaining three connected gate roads and saved progress.
  • Added harbour birds, continuous chimney smoke, moving daytime cloud shadows, wind-driven ship cloth, coastal water movement, hull foam, wakes, drying rain puddles and varied warm night windows. Improved surface wear, crane wood and plague fog along roads.
  • Expanded city overviews and adjoining House frontages. Exterior streets follow a predefined plan and appear as construction develops connected sections; developed streets persist in saves. Rostock's three gate approach roads are visible from the start.
  • Architect now displays fixed city-wide plots shared by player and AI construction. Plot guides show compatibility, occupancy and wall-enlargement requirements; plots intersecting existing or planned walls are excluded. Buildings automatically face their planned street, with consistent House, workplace and Warehouse footprints.
  • Added connected planned roads and building plots beside and behind Rostock's Tavern. Construction reveals the connected road sections and saves their development.
  • Added information for decorative courtyard gardens, cabbage beds, wood shelters and fences. Courtyards remain buildable and are cleared after accepted construction; loose decorative cargo uses the same saved removal system.
  • Made city nights darker while improving Tavern, Shipyard and building window lighting. Added six warm roadside lanterns in Rostock; their local lights switch off during daylight.
  • Fixed grey terrain seams and aligned stone foundations with relocated Houses. Removed unused soil patches from empty workplace plots.

Trade and gameplay

  • Auto Trade prefers a merchant's own local production stock while respecting disabled trades and reserved stock. Player and AI Warehouses provide 1,000 storage units per completed building; players can commission one through Architect > City.
  • Town Hall deliveries require cargo acquired or loaded in the specified source city. Cargo origins persist through saves and transfers; older untracked cargo does not qualify retroactively.
  • Ledger House now shows recipe-based input consumption and retains the old hometown office after relocation. Improved trade-rule handling, guard limits, docked-convoy selection and pending-trade cleanup.
  • Slowed the default calendar so a day takes two seconds at x10. Day length can be adjusted and saved in Options > Gameplay.
  • Added an Events tab in Options with one switch for new plague outbreaks, ruler demands and AI pirate attacks. Ongoing events continue normally when the switch is disabled.
  • Local production now scales with household demand as population grows and gradually recovers local stock, while retaining market payments and actual trade.

Interfaces and Steam achievements

  • Redesigned Town Hall and all five Shipyard tabs. Improved candidate lists, Mayor information, mission cards, Council controls, ship artwork, material costs and the shared Buy/Sell market list. Main Menu labels have more space.
  • Guild Statistics has clearer goods icons, city lists and sorting feedback. Measures displays its rank requirement clearly; removed the Expeditions tab and its DLC content.
  • Added Steam achievements for Ledger Houses in all 18 cities, natural merchant promotions, holding 1,000,000 Gold (Tröst) and becoming Alderman (The Last Alderman). Added high-water statistics and leaderboards for Gold, merchant rank and Ledger House cities; legitimate milestones persist offline and exclude cheat rewards.
  • Renewed Ledger House Administrator and Balance with separate purchase/sale pages, clearer automatic-trade information, framed financial columns and a Buildings summary. Current administrator salary is shown separately and becomes zero after dismissal.
  • Added Market cargo sorting and a Compact view showing more products. Improved product icons, sorting controls and tab-label spacing.

Fixes and performance

  • Fixed double house-purchase payments, crusade payment/refund accounting, AI construction plot searches, human identities counted as AI election candidates, and single-player saves misidentified as multiplayer worlds.
  • Fixed warehouse models and interactions, construction-site selection meshes, panel text-material errors and missing Traditional Chinese glyphs. Reduced unnecessary ship-simulation work under the existing fleet performance protection.
  • Reduced redundant fleet checks for convoy followers. Obsolete departure timers and ship-controller references are cleared when ships leave simulation or the fleet is replaced.

Languages and Workshop

  • Completed missing translations across all eight in-game languages: English, Turkish, German, Polish, Indonesian, Russian, Brazilian Portuguese and Traditional Chinese. Corrected mixed-language sentences, terminology, capitalization and multiline templates.
  • Added missing Traditional Chinese font characters and improved affected panel labels and rank notifications.
  • Added a Workshop menu for merchant coats of arms, flag appearances and same-map scenarios with configurable starting Gold, hometown, year and saved objectives. Added localized Steam Rich Presence.
More from Hansa Forever

Other announcements

All news
In-game event20 Oct 2026DanishPatch Notes Danish and interface · Added Danish language support, a searchable language selector and Danish number formatting. · Improved world-map and city building-name contrast, including bright and snowy backgrounds. City menus use their city’s existing lettering, and names with surrounding spaces hide correctly when their radial menu opens. · Property offers now have smaller descriptions,…In-game event16 Oct 2026KoreanPatch Notes Korean and localization · Added Korean language support, Hangul rendering and Korean selection in Options. · Filled missing Brazilian Portuguese, Traditional Chinese and Korean text in Trade, Guild, Church, Ledger House, Shipyard and Ship Chronicle screens. · Improved Korean terminology, corrected Chinese and Russian interface terms, product names, dates and command descriptions, an…In-game event10 Oct 2026Portugese - BrazilPatch Notes Languages · Added Brazilian Portuguese. Choose Português (Brasil) in Options → Language; saved language preferences and the Steam language setting are supported. · Traditional Chinese is also available in the in-game language selector. Cities and ships · Expanded visible harbor capacity from 9 to 20 ships and improved the balance between player and AI ships in crowded ports. Patrol…