## New
- **Grog Mode** — Got rum aboard? Press G (D-pad Left on pad) to start drinking. While the grog flows your crew fires 2.5× faster — but wilder — and your ship keeps sipping another rum every few seconds. When you stop (or the barrel runs dry), a 4-second hangover hits: half turn rate and no firing. Drink responsibly.
- **Treasure Fleet** — Every 10 minutes a Spanish treasure fleet sets out from Campeche for Spain, marked in gold on your map and minimap. The galleons run tougher than normal (+25% hull), stuffed with spice, and won't stop for anyone — but they will shoot back. Sink one for its cargo plus 3 bonus chests of 250 gold each; if it reaches open sea, the prize is gone. The pirates have noticed the schedule too.
- **Couch co-op with two gamepads** — With two pads connected, player 1 gets keyboard + first pad and player 2 gets the second pad. Devices reassign automatically when pads are plugged or unplugged. And every menu — lobby, pause, settings, respawn, win screens — is now fully navigable by D-pad.
- **Crew hats** — Your pirates now wear tricorns, bandanas, captain's hats, bicorns, crowns, barrels, and the occasional octopus. About 60% of any crew ships out hatted.
- **Tiered cannon audio** — Cannon fire now sounds like the ship firing it: light, medium, and heavy hull classes each draw from their own rotating set of samples, so a rolling broadside never repeats the same bang twice in a row.
## Changes & Balance
- **Ports repair you automatically** — Manual repair is gone. Docking instantly restores your hull to full, free of charge.
- **Rum in Deathmatch** — Buy rum at any DM port for a flat 12 gold a bottle, up to your cargo capacity. It's the only source of Grog Mode fuel in DM.
- **Simpler Deathmatch ports** — Docking in DM now shows just Shipyard and Upgrades; crew training lives inside Upgrades. Every hull can be previewed in the shipyard, even ones you can't afford yet.
- **Chaser rework** — Bow and stern chasers now carry two independently reloading barrels (10 s each) instead of one faster barrel, and stern chasers reach about 10% farther.
- **Crew overboard** — Solid hull hits now have a 20% chance of launching an actual crew member (hat and all) into the sea, smoke trail included, with new launch sounds to match.
- **Twin Forts winds** — The outer lanes now carry a stronger return current that pushes edge-riders back down toward the forts. Camping the map edge is a choice with consequences.
- **Deathmatch rovers** — Every DM match now guarantees a frigate and a galleon among the NPC rovers, and the rover count scales down as more players join, so small lobbies aren't wall-to-wall ships.
- **World map** — Now opens fitted to your screen, so trade prices are readable the moment it appears.
## Fixes
- Combat NPCs no longer grind to a permanent stop against coastlines mid-fight — pirates and hunters recover and rejoin the battle.
- A round of performance work behind the scenes, including smarter NPC decision pacing across the fleet.