- A damaged save now comes back from its backup. If the game ever can't read your save, it loads the backup it took the last time you opened the game and tells you so. Before, a damaged save could replace that backup and start you over.
- The Every 100 Ads reward no longer cuts a boost short. Claiming it used to set every Hourly Boost to five minutes, even one you had just started for an hour. A boost already running now keeps its time; the rest get their five free minutes as before.
- Offline plunder is paid once for each stretch away. Setting the device clock back and forward again no longer pays the same hour twice.
Every
Update
What changed, when, and why — every Powder & Plunder release, newest first. Back to the game →
A note on the older entries: notes from v1.23.2 onward were written for this page at the time. Everything before that has been rewritten, after the fact, from the internal development changelog — the changes and dates are accurate, but the wording wasn't originally written for players. Dates are when each build actually reached this site.
About v1.31.x: Hostile Waters was built one tier at a time. v1.31.0 opens it (Tier 11), each release after that adds the next tier up to Tier 20 in v1.31.9, v1.31.10 is the balance and polish pass, v1.31.11 reworks the trigger chances, and v1.31.12 lets Round Shot keep pace and eases regen and magnetic hulls. v1.31.0 to v1.31.11 reached this site together on 20 September 2026, so those entries carry that date; v1.31.12 followed on 21 September.
- Breaking Locker's Judgment now stops to mark the occasion. The first time you sink the final ship, the seas hold for a moment on a proper closure card with an explicit "Fight again, Captain!" to send you back in — instead of a fresh full-health boss appearing right under the victory message. Every fight after that first one works exactly as before.
- The tutorial now speaks every language the game does. All four opening cards — Fire!, Overdrive, Upgrade, Fair winds — are translated into all 14 supported languages, not just English.
- The tutorial no longer insists you tap the ship exactly. Tap anywhere to fire your cannon — that was always true, the tutorial just said otherwise.
- Busy broadsides read cleaner. Armoured!, Deflected! and stacked damage numbers no longer pile on top of each other during a fast exchange — repeats collapse into one label and new ones fan out instead of pooling.
- Claim All has landed on the Daily and Weekly boards. When the whole board is ready, one tap collects everything instead of claiming each task by hand.
- The hostile-ship status readout is tidier at the busiest tiers, where it used to be able to grow past two lines.
- Round Shot keeps pace with tougher ships. Its growth per level used to be a flat 1.12. It now climbs by 0.02 every ten levels — 1.14 from level 10, 1.16 from level 20, and so on up to 1.36 at level 120 — so the deep levels finally keep up with the ever-tougher hulls. The first nine levels are exactly as before; by level 30 a Round Shot hits about 1.8 times as hard, by level 60 about 15 times and by level 86 about 300 times — and Gun Crew and Matey damage grow with it. Prices are unchanged.
- Hull regen starts gentler again. Enemy regen now begins at 0.1% of a ship's health a second at the Man-o'-War (it was 0.2%) and climbs at exactly the rate it did before — 0.55% a second by the Revenant Caravel and just over 2% by the last ship.
- Magnetic hulls ease off in Hostile Waters. From the Revenant Caravel on, a ship turns aside about 25% of your shots at stage 320, 30% by stage 500 and 33% by stage 600. Before, the deflection kept climbing until it was a flat 60% that no Lodestone level could dent. Lodestone Rounds still take a point off for every level, so they now pay off inside Hostile Waters. The Treasure Galleon to the Fire Ship are unchanged.
- Chain Shot, Fine Powder (crits), Woodrot, Tar Bombs and Lava Bullets are now finite ladders. They used to climb forever — Chain Shot reached a guaranteed 100% around level 93 and Lava Bullets around level 92, and every level after that did nothing. Each now opens up tier by tier: a few new ranks arrive with every ship, and the ladder is complete when you reach the Fire Ship. Prices are unchanged, and each upgrade shows its rank (for example "rank 12/21").
- Woodrot, Tar Bombs and Lava Bullets top out at exactly 2.5% a tap once you have every rank and every Black Market boost. Chain Shot tops out at about 32% and crits at about 22% — those land on every shot, so they can afford to be higher.
- Trigger Tuning and Trigger Greasing still boost all five, but where it matters most. Crits and Chain Shot get +1.5% (Tuning) or +0.75% (Greasing) a rank; Woodrot, Tar Bombs and Lava Bullets get a gentle +0.1% or +0.05%. Ascension's Gunner's Instinct is unchanged — +1% a level on all five, and the one way to go past 2.5%.
- Everyone who paid for these gets it back. Gold spent on levels above the new caps is refunded, and every black pearl and doubloon spent on Trigger Tuning and Trigger Greasing is returned in full — you keep the ranks. It happens once, the first time you open the game after updating, and shows up as a "Ledger settled" line in the Captain's Log.
- Lava Bullets pay out ten times as much. With the chance capped at 2.5%, a molten round now stokes the barrel +100% of a tap (it was +10%), and Lava Power adds +10% a level (it was +1%) — a small bonus to Overdrive rather than an afterthought.
- What you'll notice: Woodrot infects a ship about every ten seconds instead of every couple, and Tar Bombs keep the hull's regen smothered for less of a fight. Woodrot's damage and the length of the tar are unchanged in this release.
- New: Carpenter's Bane. A one-time Gunnery upgrade from the Man-o'-War (you need The Broadside first). Every Broadside you fire wears the ship's hull regen down another 10% — stacking, until she sinks. A long fight against a healing hull finally has an answer that isn't luck. Tar Bombs still switch regen off completely while they run, and idle fighting is unaffected.
- Hull regen starts gentler. Enemy regen now begins at 0.2% of a ship's health a second at the Man-o'-War (it was 0.4%) and climbs at exactly the rate it did before — so the early wall is lower while the late game is barely changed.
- Fixed: Gun Crew and Matey Damage had levels that did nothing. Since v1.27 the crew's damage share stopped growing at level 60, and a Matey's at level 40, even though you could keep buying up to level 120 and 80. Both now run to level 100 and every one of those levels adds damage — the crew reaches 100% of a Round Shot, each Matey 70%. Nothing you'd already bought gets weaker. Prices are unchanged through level 50, then climb steeply.
- Gun Crew and Matey Speed now run to a clean level 100 too. Their fire-rate floor used to arrive at level 84 and 91, with every level after it wasted. Your existing levels convert automatically, so your crew fires exactly as fast as before.
- Fixed: Overdrive could chain forever. With a fully drilled swab crew the cooldown could reach zero, the meter stayed full, and every burst re-triggered instantly. Swab Gang now tops out at level 11, the cooldown can never drop below 1 second, and a finished burst always empties the meter.
- The daily and weekly boards never ask you to watch an ad. Ad tasks are gone. In their place: fire Broadsides, trigger Overdrive, smother regen with Tar Bombs, call Slow Time, and blind enemy ships — each only appears once you own the thing. And if a task ever becomes impossible (say, after taking a Pact) it's swapped for a fresh one instead of blocking your board.
- The Black Market opens up as you go. Each stall appears the first time you earn its coin, and every one is open by the Brigantine — instead of eight sections all at once on your first visit.
- A much smaller download. The music is now encoded at a lower bitrate — the same tunes at about half the file size, on the app and on the web — and a leftover 33 MB archive was removed from the app, so its bundled game files shrink from roughly 66 MB to about 18 MB.
- Smaller changes. Black pearl balances show a decimal when you hold a fraction. The "Shielded!" label is gone from the fight. Ascension's Gunner's Reach now says what it does (+20% to all damage). Repeat launches start much faster, and one tap skips the whole intro. A sound that can't be loaded now stays silent instead of throwing a red error box, and audio recovers on your next tap after the app has been in the background.
- Tier 20 has no new tricks — it's the eight you've learned, at their fiercest. Each of the first 29 ships uses exactly two of them at Judgment strength (a ⚖ chip names the pair), and the 29th is a Final Warning.
- The 30th ship is the Locker himself, in four phases. At 75%, 50% and 25% of his Hull he resets his guns and changes his toolkit — Sentence, Storm, Reckoning, Final Judgment — while your Broadside, Overdrive and Slow Time carry through. Armour appears in the first phase and never comes back once it's broken.
- Beat him and the voyage has a proper ending. The finale can't be cleared while you're away, though — the Locker has to be met at the helm.
- Fixed: the Fire Ship's Final Boss achievement now unlocks when you clear Tier 10, as intended (it was tied to finishing the entire game).
- Ignite and Burn. Each of the Hellforge's shots that lands has a 15% chance to set your ship on fire. A Burn hits for 20% of her shot every second for 6 seconds — true damage that Armour can't stop, and it never stacks or refreshes.
- New counters. Firebreak (fewer fires) and Heat Shielding (weaker fires) in the Defence tab, plus three more goods in the Black Market.
- The Executioner's Mark was reworked. Buying its first Manifest rank now unlocks it, each rank adds +5% (there's no free starting bonus any more), and Death's Door and the Mark stay on once she's dropped below a fifth of her Hull.
- Death's Door. Below a fifth of her Hull, the Widow's Wake throws open Death's Door: her guns fire 50% faster — so Volleys, Broadsides, Lightning and Siege all arrive sooner — and it stays open until she sinks. A red DEATH'S DOOR! call-out warns you.
- The Executioner's Mark. Your answer: buy it in the Ship's Manifest (Gunnery tab) and everything you fire does more damage while she's in that last fifth — up to +75%, or +150% with two new Black Market goods.
- Siege Pressure. Every tenth shot, the Abyssal Dreadnought's guns hit 5% harder for the rest of the fight — Volleys, Broadsides and Lightning included — so kill her fast.
- Fortify. Two shots after each stack your crew braces, adding 2% temporary Armour, up to 10%.
- Also: a Blinded ship can now call Lightning down wide, just like any other shot.
- Lightning. Every twelfth shot the Thunderhead Galleon calls down a strike: as much as a normal shot, but true damage that Armour and Bulkheads can't stop (a Blinded ship can still miss).
- Lightning Rods (Defence tab) take a slice off each strike — the only thing that does.
- Vampire Support. Every ball from your gun crew and mateys gets a chance to drain a little hull back, up to a limit each second (the Black Market sells goods to push the chance further) — but a Dead Calm silences it along with them.
- Dead Calm. Every eighteenth shot on The Becalmed the wind dies for four seconds and your gun crew and mateys fall silent. Your own cannon, Broadside and Overdrive keep working.
- Slow Time — your first active ability. Every ball you fire charges the new ⏳ button; when it glows, tap it to slow her guns for ten seconds. Unlock it under Defence; the Black Market sells hourglasses and gears to strengthen and speed it up.
- Also: Vampire Bullets now give each cannon ball a chance to drain a slice of your hull back, so every rank counts.
- The Kraken's Broadside. Every twentieth shot she looses a Broadside — ten times a normal shot, and ten more every tier after.
- Reinforced Bulkheads (Defence tab) shave a rank's worth off it before Armour.
- Vampire Bullets give every ball from your own cannon a chance to drain a slice of hull back; the Black Market sells a Crimson Pearl and Blood Money to push the chance further.
- Rapid Volleys. Every eighth shot the Sirocco looses three balls at once — and you can now SEE the enemy's cannonballs coming.
- Blind. Flash Powder, Flash Duration and Dazzling Mixture (plus a Black Market Flash Powder from each currency) make a blinded ship miss.
- A new Defence tab in the Ship's Manifest now holds all the Hostile Waters counters.
- Armour. Iron plates turn aside three shots in four until a Broadside cracks one — the flagship wears three. Your crew and mateys can't crack plates, so an idle fleet grinds an ironclad down slowly.
- The Broadside's fuse keeps shortening. Quick Fuse grows to 18 ranks so it keeps priming faster through Hostile Waters, and the Black Market sells two fuses of its own.
- Fixed: enemy health from stage 300 on was still on the old curve; your Hull wasn't being reset when you jumped stage, took a Pact or came back from offline; and English hints no longer read "Reach the The Kraken".
- Ten new tiers begin. Past the Fire Ship the voyage grows from 10 tiers to 20 (300 to 600 stages). The Revenant Caravel is the first ship that fires back.
- New: Hull and Armour. Build up Hull Integrity and Armour Plating in the Ship's Manifest, under the new Defence section, before you go looking for a fight.
- Losing your Hull costs you the fight, not your gold. You regroup and try the same ship again at full Hull.
- The cannon battle got a proper art pass. Muzzle flash on every shot, splinters and a heavy impact bloom off the hull, drifting smoke from a wounded ship — and enemy ships now visibly take damage as their health drops: scorch marks, torn rigging, a deck that lists as she goes under. Magnetic hulls finally have their own cue too, a steel-blue pull-field that snatches at your shots.
- The fight sits closer and larger now — the ships fill more of the screen, the horizon's dropped, and there's a sail on the skyline behind the action.
- Bigger change to idle play: leave the Idle Station on Auto and your crew now push the voyage FORWARD while you're away — ship by ship, right up until a hull's too tough for them. Come back to real progress, not just a pile of gold. Park it on an earlier ship and they'll farm that one as before.
- And if your crew can't crack the frontier while you're away, they now still scrape a little gold from the swell — about 15% of a frontier kill an hour — so time away is never a total wash, and the "triple the haul" offer still means something.
- The sunken hoard now fills over real time while you're away (about one dive's worth an hour) instead of all at once from a quick app switch.
- Lodestone Rounds cost far, far more. Magnetic hulls are meant to hurt — countering them is now a long-haul investment, not a purchase you make once and forget.
- First-session polish — a shorter opening tutorial that gets you firing sooner, a clearer nudge toward your first upgrade, and a bit more punch on those early shots.
- Fixed: opening the Captain's Quarters — especially by tapping a "… available" banner up top — could leave the panel jammed to the top with its Close button off-screen and a large empty gap below. The whole menu now sits where it should. This was also the real root of the parrot-tap-target drift first patched in v1.26.5, now fixed for good.
- Fixed: the 7-Day Streak used to lie to you. If you missed a day, it kept glowing the OLD next day with the old reward right up until you tapped Claim — then paid out Day 1 instead. It now shows the reset honestly, before you tap, with a note explaining why.
- New: Streak Mend. Broke your streak? Watch an ad (or spend an Ad Skip) to restore it — once per week.
- The 7-Day Streak and Monthly Calendar now claim separately. Claiming one used to silently claim the other too.
- New: hold to buy. Hold down a Ship's Manifest or Quartermaster Stores button to buy repeatedly instead of tapping every time.
- Ad Skip Pouch now holds 12 skips instead of 5, same $0.99.
- Doubloon Storm reworked. It's no longer an Hourly Boost you buy with doubloons (750ⓓ, no daily limit) — it's now a free daily reward in Watch & Earn, next to Full Bellows, and its strength has been brought down to something fair. It was strong enough to blow through the whole Quartermaster Stores shop in one five-minute window; now it's a genuinely nice daily bonus instead.
- Bullion Manifest now unlocks at the Frigate instead of being available from your very first stage — same price, just a real mid-game milestone now.
- Quartermaster Stores repriced, with two new upgrades to buy the price back down — Purser's Rebate (doubloons) and Bosun's Discount (black pearls, double strength). Max both and every price lands back on exactly what it used to cost.
- Four black pearl upgrades got a lot cheaper — Woodrot Stack, Piercing Rounds, Trigger Tuning, and Royal Charter. Their doubloon-store equivalents were a far better deal for the identical benefit; pearls should feel like your most valuable currency, not your worst one.
- Fixed: the ship-creak sound effect could keep playing for a few seconds after turning Music off. It now cuts immediately.
- Matey Damage's new v1.27 pricing was too cheap — maxing it out had become basically free by the late game. Re-priced so it costs a real, if still modest, investment.
- Ad Skip was crowding other buttons on two panels (Watch & Earn, Hourly Boosts) — cleaned up so nothing gets squeezed into a single column of text.
- Fixed: the "Pearl Broker" achievement and its matching daily/weekly tasks still referenced an old Exchange requirement that was removed a version ago.
- Dragon's Hoard and Storm of Iron achievement tiers recalibrated. Maxing either now takes real long-term, multi-prestige play instead of finishing on your very first trip to the Fire Ship.
- Some behind-the-scenes Android improvements — smoother edge-to-edge display on modern phones, a smaller app download.
- Lodestone Rounds cost a lot more. Countering the magnetic-hull miss chance used to be a one-time cheap buy that solved it for the rest of the game — now it's a real, ongoing investment.
- Gun Crew Damage and Matey Damage caps doubled (120%/80%) and cost less to reach. Both used to stop mattering well before the Frigate — now they keep pulling their weight much further into the voyage.
- Woodrot Damage now grows with every tier you reach, with no hard ceiling, instead of capping out early.
- Hexbreaker Rounds cost a lot more too — maxing it now takes real progress into the Fire Ship, rather than being free the moment it unlocks.
- Tar Bombs reworked. Instead of slowly fading hull regen over many levels, a cannon hit now has a chance to smother it entirely for a short spell. A new Tar Bombs Fuse upgrade controls how long that lasts.
- The Fire Ship's heat-up and hull toughness both got retuned for a harder final stretch.
- New: Ad Skip. One free every login, instantly claims any ad-gated reward with no video. 5-packs available in the shop for players who want more.
- New: watch 100 ads — any placement, any time — and claim every Hourly Boost at once, free, for 5 minutes.
- New: an Idle Station guide, plus a real fix — coming back after time away used to show nothing at all if your crew sank zero ships. Now you'll always be told what happened, even when the answer is "nothing," with a pointer to where the Idle Station's parked.
- Ship's Colours and Sky & Sea themes now live in their own sections instead of one crowded list.
- Fixed some genuinely confusing unlock text — Stormjack and a few other cosmetics said things like "tier 5" in a way that read as ship progression, when they actually mean an achievement's own tier (which needs claiming in the Achievements panel). Reworded for clarity.
- Ad Skips and Boost Tokens now show in the top bar the moment you have one, instead of being easy to forget about.
- Fixed: tapping the parrot to open The Crow's Nest could land on the wrong spot once an availability banner (a Pact, a matey slot, and so on) had appeared up top during a session — the parrot's tappable spot could drift out of sync with where it was actually drawn. Fixed for good, and it'll stay in sync no matter what shows up top.
- Fixed (iOS): cold-starting the app could briefly show a plain black screen with just the app icon before the Schottlerworks logo appeared — it now goes straight into the intended splash animation every time.
- New: 7-Day Streak and 28-Day Monthly Calendar — log in for gold, doubloons, black pearls, a free Hourly Boost Token on day 7, and a free Ascension Point at 28 days (they don't need to be consecutive — any 28 days in the month count). Both now show as a full attendance board, and you can tap any day, past or future, to see exactly what it pays.
- New: Hourly Boost Tokens — activate any hourly boost at full strength without spending doubloons. Earn one every completed streak, or pick up a small pack in the Black Market.
- Hourly boosts repriced, and a new one joins the lineup — Doubloon Storm, triples your doubloon strike chance and doubles the payout for an hour.
- New: The Crow's Nest — Watch & Earn and both Daily/Weekly task boards have moved out of the Black Market into their own space, reached by tapping the parrot now watching over your ship. It pulses whenever there's something waiting to be collected, and sits still the rest of the time.
- The Doubloon Exchange no longer needs the whole Pearl shop bought out first — trade spare pearls for doubloons any time.
- A round of fixes from player reports: several upgrades that were actually maxed out were showing as locked instead; claiming a daily or weekly task now updates the screen instantly instead of needing the menu closed and reopened; and a handful of smaller polish passes.
- New: Ascension Points — a second permanent currency, separate from Pirate Points, earned every time you take a Pirate's Pact (the rate climbs the more pacts you've taken). Spend them on nine repeatable perks — extra gold from sinkings, a stronger pact-damage bonus, cheaper Manifest upgrades, a bigger Treasure Box, heavier Broadside hits and more — each gaining a new purchasable level every 10 pacts, with no ceiling.
- New: Tier Skips — every 10th pact also unlocks one: a permanent shortcut that starts every future voyage past a tier you've already mastered, crediting the gold and idle income it would have paid. Find both in the new Ascension panel in the Black Market, right beside the Pirate's Pact.
- Already had pacts under your belt before this update? You've been credited the Ascension Points you'd have earned all along — nothing lost by updating late.
- New: pop-up guides the first time you unlock the Broadside, a matey slot, Woodrot, or run into a shielded hull — plus a banner up top flagging anything newly available, tap to jump straight there.
- Woodrot now unlocks a tier earlier, on the Navy Corvette instead of the Frigate, so it no longer lands on the same tier as enemy shields.
- Pirate Points earned per voyage halved — spend-side prices are unchanged, so everything simply takes a little longer to afford. A deliberate slow-down after it ran too generous.
- Taking your next pact now asks you to sail a little further each time you've taken 10 more — the trade-off that keeps your permanent pact-damage bonus free to keep growing forever, safely.
- The show-all / show-purchasable toggle is icon-only now, no label.
- Woodrot's chance to infect a hull raised from a barely-there 0.1% to a real 1% base per level.
- Shield Piercer and Woodrot Stacking pricing corrected — the previous pass left rank 1 out of reach for hours after unlocking either; both are affordable right away now, still a genuine investment to fully max.
- Pirate Points now pay roughly 7× more per voyage — Charted Waters and the Pact Legacies were priced for a much larger income than the original formula was handing out.
- Gold income raised 50% across the board.
- Fixed: the Broadside was quietly ignoring enemy shields entirely.
- A note now appears on the Pirate's Pact panel — Pirate Points earning and prices are still being tuned and may shift again patch to patch.
- Woodrot reworked from the ground up — cannon shots only now (gun crew and mateys could quietly trigger it too, a long-standing bug rather than a design choice), a real recovered window between infections instead of endless uptime, and a new Woodrot Stacking ladder to build toward multiple stacks at once.
- Shield Piercer rebuilt as a proper ladder — enemy shields now block a clear, bounded amount instead of an uncapped curve that could break down unpredictably at high levels.
- The Pirate's Pact now unlocks at the Frigate instead of the Brigantine, alongside a smoother Pirate Points curve that rewards progress within a tier, not just clearing it outright.
- New: Charted Waters — a Pirate Points purchase that permanently pre-clears stages of your next voyage's opening tier.
- Hourly boosts get their own row, plus a free ad-watch alternative alongside the doubloon price on every one.
- Rations reworked — Powder, Crew and Matey Rations are now flat, no-cost-growth purchases, plus two new Ration upgrades that boost your whole damage stack directly.
- Enemy HP growth now eases up right around the Frigate before ramping again — smooths the early-game grind without softening the late game.
- Charted Waters now works on every tier you've ever beaten, not just the first one of a fresh voyage — every past mastery keeps paying off, every future pact.
- New: Tier Master achievement — +2% damage for every ship tier you've ever fully cleared, cumulative, up to +20% once you've conquered all ten.
- Fixed two achievements — Storm of Iron and Master Gunner — that were quietly not boosting damage at all.
- Gun Crew Damage and Matey Damage now scale smoothly from zero instead of jumping in with a head start. The caps themselves are unchanged (Gun Crew 60%, Matey 40% of your round shot), but if you'd already maxed either line, expect your numbers to shift.
- The Captain's Log now shows your real damage multiplier for cannon, crew, matey and Broadside — one number each, at a glance.
- "Hide maxed/unaffordable" is now a toggle button — a little eye icon that grows a pirate eyepatch when active — instead of a checkbox.
- Charted Waters no longer waits for the Fire Ship to be sunk — it's available as soon as you've taken your first Pirate's Pact.
- Gun Crew Damage, Matey Damage and Salvage Crew now visibly lock at their caps ("Fully trained" / "Fully crewed") instead of silently doing nothing past them.
- Gun Crew and Matey fire rate both now floor at a true 0.1s — no more invisible wall stranding your levels short of it.
- Menus auto-close: opening a new category in the Manifest, Black Market or Captain's Quarters now collapses whichever other one was already open.
- New "Hide maxed/unaffordable" filter for the Manifest and Black Market.
- New: Charted Waters — spend Pirate Points to permanently pre-clear stages of your next voyage's opening tier.
- Four new Ship's Manifest lines: Cartographer's, Deepwater, Strike and Bullion Manifests.
- Doubloon store rebuilt — Doubloon Bullets moved to doubloons, Doubloon Strike and Count are now fixed ladders, plus new Captain's Purse and Quartermaster's Ledger.
- Diving reworked for bigger, faster hauls — offline kills now credit dives too.
- New discount line: Shipwright's Favour + Quartermaster's Ledger, up to 10% off every Manifest upgrade.
- Seawater Bullets reworked into Lava Bullets — now feeds your barrel bonus charge instead of fizzling it.
- Two new hourly boosts: Fast Charge and Twin Barrels.
- Five new sea themes, and every locked theme now has a doubloon fallback.
- 601 translated keys across all 14 non-English languages, full parity.
- Fixed: the Stormjack skin and Tempest theme were completely unreachable; a translation bug had 14 languages describing the Lava effect as seawater.
- Diving reworked around ships sunk instead of a gold-skim rate, unlocked by the new Diver's Rig.
- Black Pearl shop rebalanced — Sunken Hold and Pearl Haul no longer fight each other; buying one never costs you pearls.
- Doubloon shop grows: Multi Shot, Doubloon Strike and Doubloon Yield moved here, so upgrading them now costs the currency they produce.
- Fixed: repeated Doubloon Exchange notices piling up on screen; the Collect and Dive buttons stuck in English in every language.
- Woodrot and Shield Piercer both reworked to scale off your own damage instead of the enemy's health bar — no more shots stuck dealing exactly 1 damage in the late tiers no matter how much you'd invested.
- Offline combat now respects enemy shields too.
- Doubloon Strike/Yield capped, and the sunken hoard limit now tracks your income instead of sitting at a flat number.
- Permanent ad-watch bonuses capped, and the daily-reset clock hardened against manual date changes.
- The floating bonus-ad coin appears twice as often.
- The final localization batch — Português, Français, Русский, Tiếng Việt and ไทย join the game, all in the same roguish pirate tone.
- New fonts for Cyrillic and Thai script, and a fix for a Vietnamese font-stack issue that was splitting accented letters apart.
- The Overdrive bar label is now translated — it had been stuck in English in every non-English language since v1.16.
- New fonts so Japanese and Korean render correctly, plus smarter browser-language detection.
- Replaced the old cycle-through language button with a chip picker showing every supported language at once.
- New Devanagari and Han fonts so both languages render properly instead of as blank boxes.
- Every piece of player-facing text now flows through a real translation system, with Spanish and Indonesian as the first two languages.
- New language picker in Settings.
- New Accessibility settings: a colourblind-safe palette, high contrast, adjustable text size, larger touch targets, and a one-handed layout mode.
- Big numbers no longer overflow into raw scientific notation at the high end.
- Floating damage numbers jitter and de-clutter under heavy fire instead of stacking into an unreadable pile.
- Fixed a rewarded-ad bug that could pay out twice.
That's as far back as detailed notes go — earlier versions exist but weren't recorded for players at the time.