Pirate Party Pals — Playtest Update v0.4.0-playtest1
Sailing
• Wind matters more. The effect of your point of sail is 25% stronger across every ship: running with the wind is noticeably faster, and pinching into the wind punishes you harder. Each hull’s favored points of sail now stand out — pick your ship for how you like to sail.
• Hosts can now toggle wind off entirely in match settings for a simpler race.
Combat & Collision
• Coastlines are now solid where they look solid. Every landmass has a collision shape that matches its visible waterline — no more phantom walls off the beach or slipping through a headland.
• Real ship hitboxes. Hulls now collide as properly shaped, oriented profiles: bow-on you’re a narrow target, broadside you’re a big one.
• Ships collide with each other for the first time — heavier ships shove lighter ones aside. Collision damage is coming in a future update.
Crews & AI
• Fixed the bug where bounty hunters never showed up: hunters that spawned docked now cast off and come after their mark.
• Pirates hunt the trade lanes again instead of clustering uselessly in a corner of the map — watch yourself on busy routes.
• NPC ships that got pinned against tight coastline now work themselves free instead of grinding on the rocks forever.
Lobby & Multiplayer
• Ready-up: everyone must ready before the host can set sail.
• Host kick: hosts can remove AFK or unwanted players from the lobby.
• Game modes renamed: Plunder Run – Timed and Plunder Race, plus a new Unlimited duration option for long sessions.
Visuals & Polish
• The galleon’s sails got a rework — fuller, wind-filled canvas that no longer clips through the masts.
• The build version now shows on the main menu and lobby, so you can confirm you’re on the latest playtest.