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Hansa ForeverNewsThe Black Death
In-game event

The Black Death

Hansa Forever · published 21 Sep 2026, 15:29 UTC · build 25439391

All newsPlayers around this dateRead on Steam

Patch Notes

The Black Death

The Black Death introduces a recurring 30-day plague outbreak as the central feature of this regular update. It also includes every player-facing improvement added after public Build 25421095 and shipped in Build 25445575.

Plague and World Map Status

  • At least one city now suffers a 30-day plague outbreak in every in-game year, making disease a recurring threat throughout the campaign.
  • When an outbreak begins, the affected city immediately loses 5% of its population and its production is reduced by 25% while the plague remains active.
  • Visiting an afflicted city reveals plague doctors patrolling between its buildings and streets while dense, sickly fog settles over the city.
  • World Map city markers now display plague and siege status icons, making major threats visible before you enter a city.

Manual Trade and Market

  • The middle amount control in every Manual Trade row is now a real draggable product card instead of a passive display.
  • Opening the product card shows the good, availability, both live endpoints, endpoint stocks, unit price, selected amount, and total Gold value in one view.
  • The left and right arrows now complete a one-unit purchase or sale directly, animate the amount control toward the chosen endpoint, and return it to the center without opening the product card.
  • When the source endpoint has no stock, dragging toward that invalid destination and the matching arrow action are disabled, preventing misleading or impossible transactions.
  • After a completed purchase or sale, convoy cargo now refreshes immediately in both the upper endpoint card and the lower Cargo Capacity summary.
  • Clicking the Market while the right-side Ship Panel is open now opens the Trade Ledger without closing the Ship Panel; the normal blocking rules for other panels and modals remain intact.
  • Successful city purchases and sales now play a short coin confirmation sound. Amount selection, failed transactions, and storage-to-convoy transfers do not trigger it.

Ship Chronicle

  • Clicking a ship in the Convoy List now opens the new Ship Chronicle panel with Overview, Trade Ledger, Ports, and Repairs tabs.
  • Overview records the vessel's construction port, launch date, hull condition, lifetime bought and sold cargo, gross income, trade expenses, visited ports, and repair totals.
  • Trade Ledger records real manual and automatic transactions, supports All Goods, All Ports, and Lifetime filters, and summarizes all 20 canonical goods with bought, sold, and net Gold values.
  • Ports presents the ship's real visit order with city crests, visit counts, bought and sold cargo, and net Gold for each port.
  • Repairs records service dates and locations, hull condition before and after service, restored hull, and repair cost.
  • Chronicle data is stored in save files and continues to update from trade, arrival, and repair events. Scrollbars appear only when needed, while All Goods retains its dedicated scrollbar.
  • The panel now uses the established parchment and wrought-iron visual language, a transparent round ship portrait, clearer selected tabs, brass details, Gold icons, and corrected title and identity spacing.

Convoys and Ship Ownership

  • The Convoy List now opens and reopens on the leftmost single-ship category, making individual vessels immediately accessible.
  • Cargo values now use the same current/capacity format as the ship detail panel instead of showing only the occupied amount.
  • All five player ship prefabs now carry a blue diagonal ownership pennant matching the player color used on the minimap.
  • Only player-owned white sails receive the matching blue tint; hulls, masts, ropes, and their original materials remain unchanged.
  • WorldScene ship markers preserve the same ownership language with separate player and AI previews, so AI ships keep white sails and no player pennant.

City Life and Reliability

  • The continuous city crowd loop is quieter, leaving more room for the rest of the soundscape.
  • Occasional blacksmith-anvil and cart-on-cobblestone details now play at restrained, non-overlapping intervals to make cities feel active without becoming repetitive.
  • The two existing citizen talking animations and all 18 authored pedestrian templates were re-authored and checked together for consistent city behaviour.

Thank you for sailing with us.

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