We’re here with another small patch that addresses some remaining issues from the recent Quality of Life Update (1.7). Thank you for bringing them to our attention!
Fixed a bug that was causing some fertile soil exclusive orders to appear on non-fertile soil maps (and thus not have rewards because they were tied to farming).
Fixed a bug where the Healing order would have one less reward in biomes without Insects. It now offers a different reward if it can't be generated with the Dye Extractor perk.
Fixed a bug where the Quick Transaction order was missing a blueprint reward.
Fixed a few other orders that could inadvertently exclude rewards (based on map or species conditions). They will now have alternative rewards for these cases.
Fixed a bug where the Efficient Brewing perk was being sold by traders in games without Humans (because the Brewery is a species-locked building).
Fixed a bug where unbuilt Big Shelters were sticking out of the ground a bit.
Fixed a typo in the Polish version of the Prayer of Courage effect.
Fixed a bug where the game would automatically unpause after selecting one of several Cornerstone choices.
Fixed a bug where the production multiplier text in the production building UI was cut off if it was 10 or higher.
The current game version is 1.7.4.
We hope these fixes enhance your experience, and we wish you tons of fun with the game.
This week, we have prepared a special gift for you in honor of the 2025 Defender of the Fatherland Day.
Originally, this holiday was established after the end of the Great War in the Soviet Union as a celebration of the Red Army and its victories during the Russian Civil War. Over the course of the 20th century, however, it became a celebration of men and the military as a whole as well as their role in defending the lives and freedoms of the people of Russia and several post-Soviet countries.
Bonus and Gift
Between February 20 and February 27, 2025, aside from 50% bonus to Battle Coin income, you can pick up a special Defender gift.
In addition to the abovementioned bonuses and gift, we have a special mission for you. By completing its objective, you’ll have the opportunity to earn the Greshnik skin for the T-80BVM MBT, which is based on a vehicle belonging to the Pacific Fleet Marines, as photographed during the summer of 2023. You can learn more about it in our dedicated article.
The objective of the mission is as follows:
Between February 20 (0:01 CET) and February 28, 2025 (22:59 CET), win 30 matches in any mode while using the T-80B or T-80BVM MBT.
The skin will be delivered after the end of the event.
We hope that you’ll enjoy this event and, as always:
We're back with Part 2 of our Q&A, where we continue answering your questions about Endzone 2. Last week, we covered six questions—this time, we're tackling the last five, sent by you on Discord and Steam.
We will have quite a lot of screenshots to show you in the first answer about the Visual Design Process, we thus uploaded them to Imgur here and they are also individually linked below so you can go and check them in their full size without encumbering this blogpost :)
Let's jump straight into it!
[Visual Design Process]
Q1: Which parts of the process did you find most enjoyable and challenging while bringing these environments to life?
For example, things like creating textures for the landscape or modeling certain buildings come to mind, but I’d love to hear which parts stood out to you the most in terms of enjoyment and challenges.
From: ShadZ _
A: The visual development process begins with an ideation phase, where concept artists generate a broad spectrum of ideas. These range from loose, exploratory concepts—such as setting the overall mood and tone of expeditions, vehicle designs, and city structures—to more refined and specific design elements, like mock-ups of zones in various states or detailed depictions of settlers. Here are some examples:The visual development process begins with an ideation phase, where concept artists generate a broad spectrum of ideas. These range from loose, exploratory concepts—such as setting the overall mood and tone of expeditions, vehicle designs, and city structures—to more refined and specific design elements, like mock-ups of zones in various states or detailed depictions of settlers. Here are some examples:
The most promising outcomes of this phase are formalized in the Style Guide or Art Bible. The Style Guide captures the project's overall visual essence and design direction. Influenced by game design and the team's creative vision, it serves as both a starting point and a reference for internal team members as well as external stakeholders, including publishers and contractors. E.g.:
In addition to the Style Guide, we maintained a Building Design Breakdown in our project wiki. This resource provided a structured and analytical approach to building design, with practical guidelines focusing on key elements such as footprint, form, color, and materials. It aimed to support artists throughout multiple stages of development.
One of the primary challenges during the art and design process was balancing creative goals with economic and technical constraints. Economic factors such as time, budget, team size, and skill level played a critical role, alongside technical considerations related to the chosen engine, tools, and development framework. Personally, the early concepting stage was the most exciting part of the project. It allowed us the freedom to explore design ideas and visual themes without limitations. I’m incredibly proud of the art team and what we achieved in a short time frame. The sheer amount of creative content that made it into the final game, although it is not perfect, is a testament to their talent and dedication.
[Revisiting History?]
Q2: A lot of the buildings and even processes actually create a bad footprint similar to that which destroyed the place - how can this game be played so that I don't have to have ugly power stations and destructive mining.
From: LaurieBrooker _
A: Endzone 2 offers various options that depend on the style of play.
On the one hand, the new mechanic of being able to create multiple settlements comes into play here. If a player wants to build a settlement in harmony with nature, he can relocate industrial buildings to other zones and deliver their resources via transport routes.
If every settlement is to be built as nature-friendly as possible, you can try to find and produce as many of the resources whose production would harm the environment as possible in Badlands or buy them from traders.
In addition to some industrial buildings, settlements in Endzone 2 are already designed with sustainability in mind. For example, we have deliberately avoided using coal or gas power plants to generate electricity because we believe that humanity would not make this mistake again.
Q3: What are you main inspirations for your work? Where do you go to get ideas for your setting and where do you look to in game design?
From: Winona _
A: The world of Endzone has always been influenced by common post-apocalypse series and games. However, we have always emphasized a more realistic approach that incorporates current issues such as climate change rather than going down the Mad Max road. 🙂 So while series such as Chernobyl were a model for the atmosphere in a nuclear catastrophe, we also drew on daily knowledge and discussions about climate change. In particular, documentary thought experiments on how to survive in a world shaken by climate change were very insightful. You can learn a lot about this on YouTube...
When it comes to game design, we naturally take our own ideas in the first place. But we had to lie if we didn't keep an eye on current city builders, both genre giants and indie developers alike. Play a lot, learn a lot. In the end, however, we always try to add our own touch to the game design.
[Modding]
Q4: Do you have a checklist for stuff you want to include in modding?
Are you going to provide us with tools and what not or a series of guides?
From: Bum _
A: Currently, we are planning a soft launch of our modding capabilities. So first we want to ship the basic infrastructure, giving the option to mod minor things (icons, loca, etc.). If this goes well and we could gather some feedback about the process we want to keep extending it (allowing you to add new buildings e.g.). Along with every release we also want to ship guides on how to actually do modding.
Q5: Is there a time frame on your calendar where you will drop back and fix some of the problems that a user/player with an OLDer GPU (ie 4 years) card may be unable to start the game at all?
From: oldman_dr _
A: Thank you for contributing your question. We recently switched to DirectX 11 being our default rendering technique to better the situation and we are also working on more improvements in an upcoming release. This won't help out with all graphics cards however, since we do require certain feature levels to make the game work, since some of the game logic runs on GPU instructions. So iGPUs and GPUs under feature Level 12_0 (DirectX 11.3) still won't be able to run the game.
Sadly, hardware manufacturers didn't make it easy to get clear intel on what hardware is installed and what the capabilities are, as you can see it in this table, everything is quite fragmented and not easily distinguishable (https://en.wikipedia.org/wiki/Feature_levels_in_Direct3D)
Pre-caches low res capsules to local disk, I'm playing around with material filters to make it look like it was printed from a dot matrix printer - subject to change.
2024 Pack 4 is here and brings more LMGT3 cars to the game on February 25th
3 new cars including the Ford Mustang LMGT3 FREE for all players
Update includes revised tyre model for LMGT3 & HUD improvements
Le Mans Ultimate, the official game of the FIA World Endurance Championship and 24 Hours of Le Mans is bolstering the LMGT3 grid with brand new cars. The fourth 2024 DLC pack goes on sale on February 25th bringing 3 new LMGT3 cars to the game, including the second FREE LMGT3 car.
Along with new content, the game will receive a new and refined HUD following players feedback, plus improvements to the AI in single player mode.
More LMGT3 join the grid
Proving the most popular class in Le Mans Ultimate since being introduced last year, we’re proud to add to 3 brand new cars to the LMGT3 and increasing competitiveness & variety on the grid. The latest installment to the 2024 Season Pass, 2024 Pack 4 includes 2 cars from legendary 24 Hours Le Mans brands, the Porsche 911 GT3 R LMGT3 and Aston Martin Vantage AMR LMGT3.
In addition to Pack 4, we’re delighted to release the second FREE LMGT3 car to the platform, the Ford Mustang LMGT3! Bringing the V8 thunder, this fan favourite has been hugely requested so we are thrilled to be able to bring it to Le Mans Ultimate and available to download for FREE for all early access players.
Popular and competitive in many race series and presenting very different driving experiences, the new additions will no doubt be welcomed and enjoyed on track by the community.
2024 Season Pack 4 will be available to purchase at an early access price via Steam for just £5.99 / €6.99 / $7.49 on the February 25th. The 2024 DLC Season Pass remains available, allowing players to access the latest content the minute it is ready to be brought into the game. Priced at just £39.99 / €45.99 / $48.99, the Season Pass offers a saving of around 25% compared to purchasing all packs individually. The 2024 Season Pass bundles together all five packs, which includes the four new 2024 Hypercars, four iconic circuits and seven of the closely matched LMGT3 cars.
Players who have already purchased the money-saving Season Pass will automatically receive the latest content when they update the game via Steam on the February 25th - plus the newly announced Pack 5 which is expected in early May and will included the remaining 2024 content.
Enhanced LMGT3 Tyre Model
We’re excited to receive community feedback on our improved tyre model - a significant update from the last release. Working with real world drivers and data, we’ve been able to update the model. This is arriving first for the LMGT3 class - once refined, players can expect the other classes to receive updates to their models.
What’s different? Well, the overall feeling should be both more realistic and stable, enabling players to push with confidence throughout theirstint. This was one of the biggest pieces of feedback from our “real-world” driver testers and we believe we’ve made a significant step forwards.
The balance has shifted slightly more rearwards, creating a more stable feeling and should allow more aggressive setups to enter an operating window. There’s also more load sensitivity on the rear tyres, which will reduce the the “push” found typically at higher speeds. Additionally, the slip curve along with the transient thermal grip loss have been tightened up, resulting in more grip and performance loss from pushing the tyre beyond its limits.
We’ve also tuned thermal degradation slightly upwards, reducing the benefits from aggressive sliding particularly over longer stints - taking care of your tyres is essential for endurance racing!
HUD
And finally, a key update for this release, we’ve taken a hard look at trying to improve the data players have access to while driving.
The standings in the top left of the screen have been expanded to include tyre compound and virtual energy data - just as teams have on their competitors in real-life competition. Players will also be able to see if drivers around you have any penalties upcoming.
The Multi-Function Display (or MFD for short) has had improvements made to the sign posting of which cars are directly in competition with you. There’s now a gradient red for drivers that are or about to be a lap ahead and blue for drivers a lap behind.
In the top-right section of the screen players will find the addition of their “last lap” showcased on the screen to help awareness of current performance. Additionally, the delta has been given a “reset delta” keybind and the sector splits have been re-assessed to ensure accuracy. There’s also an estimated number of laps when in the race session which is based on the top category that should help you when inputting the amount of virtual energy required when needing a splash and dash.
One of our most highly-voted requests on the community forum - a damage display - has also been added. Players will see four states - white for normal, yellow for minor damage, red for major and flashing red for something being missing… probably worth a pitstop at that point.
Message from the Studio
Stephen Hood, CEO of Motorsport Games and Head of Studio 397 said “As always, we are delighted to bring more content and improvements to Le Mans Ultimate” commented Stephen Hood, CEO and President of Motorsport Games. “The last update in December 2024 brought a significant increase in players to the game whilst increasing the play time and churn. We believe these improvements, new cars and additional circuit layouts will delight the game’s fans and keep them engaged with a game that continues to move in a positive direction”
It’s hard work, but someone’s got to go in and clean up the messes the G.R.E. leaves in their wake. But not you! Grab the G.R.E. Hazmat Bundle right now and add to the carnage left all over Villedor. Plus, the bundle comes with 500 DL Points to spend in the in-game store, too!
Before and during the early days of the outbreak, these guys were taking care of the situation within the labs and quarantined buildings, but then all hell broke loose. Now it’s time to clean up The City, once and for all!
The G.R.E. Hazmat Bundle contains:
G.R.E. Hazmat Outfit — Keep yourself clean from all the viscera you encounter. Trust us, you’re gonna need it.
Hazmat Gear Items — Each piece will grant you extra poison resistance.
Biohazard Pay SMG — The quickest way to clear out an area, and with each kill, your damage output increases until you reload!
Bonecutter Axe + Blueprint — Guns are fun and all, but sometimes you want to get up close and personal and really hack at your foes. With this axe, their limbs will come off so much easier! Good thing you're wearing a hazmat suit.
G.R.E. Token Charm — The G.R.E. were always looking for Infected Trophies, and with this charm, you’ll get some every time you dismantle it depending on how many zombies you’ve “taken care” of.
G.R.E. Grappling Hook — Zombie or not, if they’re trying to escape, you can’t let them get away.
Hazardous Paraglider — Seeing this in the sky will make any enemy start running away from your landing zone.
500 DL Points — For you to spend in the in-game store!
Heed the call in Season 15, which brings a wealth of new incentives to The Hunter’s Call while introducing new wildlife both harmless and hostile. For an overview of the fierce features due to roll out over the course of this Season, head to our dedicated Season 15 page!
Ancient Megalodon Encounters
Ancient Megalodons have torn through from the Sea of the Damned and begun terrorising pirate crews with their terrifying powers. Hunters should keep a keen eye on the waves for these deadly new foes.
The Feared Redmaw is a ferocious beast with fiery attacks. Crews must quell its supercharged assault by damaging it to release its pressure and avoid a cataclysmic explosion.
The menacing Barnacled Dread must have its coral armour removed before the beast can be defeated. Look out for its shocking bite and ability to summon Eel-ectric Ocean Crawlers onto your ship!
On-Demand Hunter’s Call Voyages
The Quest Table now offers a range of Voyages on demand for The Hunter’s Call, allowing crews to sail or dive to their location.
New Fishing Voyages provide hunters with the locations of Treasured Fish where they gather near islands, tasking them to retrieve these new fish for the Company.
The Treasured Fish caught from these Voyages are unique and highly valuable, so they cannot be cooked, eaten or stored in a player’s inventory. They can be handed in for gold and reputation, but beware – they can also be stolen by other pirates!
Hunter’s Call Raid Voyages allow players to experience any of the eight existing Raids on demand, while awarding new Hunter’s Call treasure.
Emissaries for The Hunter’s Call
Crews can now represent The Hunter’s Call as an Emissary, boosting their rewards as they go hunting across the seas. On reaching Emissary Grade 5, crews should keep an eye on the ship’s map as recent sightings of Ancient Megalodons will now be shown.
Players sailing as an Emissary will now appear on The Hunter’s Call Emissary Ledger and be eligible to earn new rewards.
Hunter’s Call Trading Company Expansion
Players can now climb to rank 100 with The Hunter’s Call, with new rewards from the Killer Whale set to unlock as they progress. Reaching the lofty rank of 100 will unlock the Hunter’s Call Costume along with a Distinction Ring, allowing players to continue representing the Company towards their next Distinction.
Wild Seas Commendations and Rewards
With ferocious new encounters to face and Hunter’s Call treasure on offer, a range of new Commendations have been added within the Reputation tab to challenge would-be hunters. Explore the challenges under Wild Seas to unlock rewards from the new Eternal Hunt set.
With the introduction of Hunter’s Call Emissary play, The Reaper’s Bones are now offering the Disgraced Hunter’s Hat for crews willing to claim the Flags of fallen Hunter’s Call Emissaries.
Four new Pirate Milestones have also been added with Wild Seas, unlocking access to new Trinkets: the ‘Fearsome Flame’, ‘Coral Calamity’ and ‘Tides of Tranquillity’ Trophies along with the ‘Gone Fishin'’ Painting.
Season 15
Another Season means 100 new levels to climb by raising your Renown, with racks full of rewards to snag along the way – and an optional Plunder Pass adding even more!
Season 15 Rewards and Plunder Pass
As The Hunter’s Call expands this Season, players can now earn Renown when defeating new threats and cashing in the new treasures on offer.
Progressing through the 100 levels of Renown in Season 15 will reward players with the Hungering One Hunter’s clothing set and unique Season 15 rewards, alongside time-limited Call of the Seas collectibles. Head to the Seasons profile page to browse the new rewards and check your pirate’s progress!
Pick up the latest Plunder Pass to gain access to a plethora of additional unlockable cosmetics from the Dynasty of the Deep set, including a ship set with Collector’s items and a selection of themed clothing, all available to earn by raising your Renown. Purchase a Pass in-game through the Pirate Log or Pirate Emporium, or via the Pirate Emporium webpage or Steam Item Store.
Season 15 Emissary Ledger Rewards
This Season, the Guild Emissary Ledgers offer the ‘Circle of Death’ Painting, ‘Rock Hopper’ Ornament and Guild of Piratical Predators Title to Guilds who perform proudly in the Ledgers.
The initial rewards for the new Hunter’s Call Emissary Ledger include the Assailant of the Abyss Title, Hunter’s Call Inaugural Explorer Sails and Hunter’s Call Inaugural Forager Sails.
In line with the regular rhythm of Emissary Ledgers, these rewards will be earnable from the start of the next month, March 1st.
Chest of Fortune
For the duration of Season 15, the Chest of Fortune has been returned to the Vault of the Fort of Fortune.
Crews who retrieve Chests of Fortune can now earn the next Grade of the Fortune’s Favour Commendation, unlocking access to Regal Fortune clothing items.
Reaper’s Chests
Crews chasing down the telltale beacon of the Reaper’s Chest or Reaper’s Bounty can earn the next grade of the Reaper’s Riches Commendation, and start unlocking access to the Regal Fortune Hook, Pegleg, Tattoo and Eyepatch.
Gameplay Improvements
Performance Improvements
Sea of Thieves servers now support multithreading and have received the first phase of performance improvements. Parts of the physics and network systems are now directed to a different core and can run in parallel to the main game.
Performance improvements have been made to how treasure is populated within shipwrecks, ensuring that it’s only placed when crews engage with it and more readily cleaned up to improve server performance if items are left behind.
Broad performance improvements have been made for players across both PC and console when playing at higher framerates, improving loading behind the scenes based on the client framerate. These improvements have been tuned to target framerates between 60fps and 120fps, but may also provide some improvements for higher framerates where supported.
Performance optimisations have taken place on all islands across the Sea of Thieves, with each island receiving a pass. There will be no visible changes to the islands as part of these optimisations.
Performance optimisations have been made when selling treasure to Trading Company representatives while representing as an Emissary.
The appearance of the Burning Blade is now much rarer on the seas, with the other World Events now increased in rotation.
In addition to the above areas, this update includes a range of smaller optimisations to game performance providing improvements across the broader experience.
Blowpipe Improvements
Switching between dart types is now much more responsive and allows for quicker switching before firing.
Trap Inventory
Traps have now been separated from throwables in the player’s inventory. Players can now carry a maximum of two traps and five other throwables. These revised trap limits are now shown by a separate Trap category in the player’s inventory.
Traps will now be included when cycling through throwables by using the available hotkey.
When using a cannon, traps have been removed from the cannonball radial menu.
Addressing Unsinkable Ship Locations
Changes have been made to a range of islands where ships have been reported to become unsinkable when partially beached in shallow areas, with players taking advantage of this during Faction battles.
The following islands have been improved to address these shallow spots: Dagger Tooth Outpost, Kraken’s Fall, Shark Tooth Key and Port Merrick.
Hidden Skeleton Fort Vaults
The Vaults beneath all Skeleton Forts including the Fort of the Damned have been hidden, with players no longer able to see through the cracks from the floors above to spy the Vault treasures waiting to be claimed.
Menu Navigation on Controller
Navigating through the game’s various menus has been improved when using a controller, providing a more fluid experience when navigating in diagonal movements and held directions now scrolling across larger areas.
These menu navigation improvements can be customised further in the game’s input settings as ‘Controller Menu Deadzone’ and ‘Controller Menu Repeat Speed’.
Pirate Emporium
Show off your personal style with purchases from the Pirate Emporium! Pick up exclusive cosmetics such as ship liveries, costumes, weapons, pets and emotes using your Ancient Coins, purchasable with real money. Head to the Pirate Emporium to browse and buy the latest additions!
New Items – Now in Stock!
Pig Pets: Oatmeal, Pomegranate, Truffle, Cinnamon and Mulberry
Rococo Ship Collection
Rococo Ship’s Crest
Rococo Costume Bundle
Rococo Weapon Bundle
Culinary Cadet Emote Bundle
Sting Tide Pistol (free!)
Outpost Cosmetics
New Outpost Stock!
Fans of the Lucky Hand set can now find the instruments available at Outpost equipment shops.
Season Eight Legacy Cosmetics
Cosmetics previously available during Season Eight have arrived in Outpost shops and can now be yours in exchange for Doubloons!
Players can now purchase the Cursed Bone clothing set, along with a range of unique one-off items first available during this Season. Pirate Legends can also pick up Flameheart’s Hat and Cutlass.
The time-limited Cursed Bone Flag, Sails, Makeup, Tattoo and Scar, however, remain exclusive to players who participated in Season Eight.
Updates
Detection Improvements for Ban Evasion
Further detection improvements continue to roll out behind the scenes targeting players who evade game bans to regain access to Sea of Thieves. These improvements will continue to be deployed in phases over the coming months to systematically crack down on banned players and prevent them from returning to the seas.
Quest Table Voyage Cooldowns
Following the introduction of the Quest Table and the refreshed Voyages delivered in Season 11, players have discovered techniques to increase their progression and gold acquisition in unintended, accelerated ways. The Sea of Thieves team now has the ability to apply cooldowns to specific Voyages should crews start and cancel the same Voyage repeatedly in a short space of time.
While no Voyage restrictions have yet been placed as part of this update, the team will continue to monitor player behaviour and target specific Voyages as part of future updates.
Temporary Voyage Locking
The Sea of Thieves live team now has the ability to temporarily lock a Voyage and prevent it from being started on the Quest Table. This allows the team to react quickly and protect players in the live environment should a high-impact issue occur, without the need to take the game down for maintenance.
Accessibility
Custom Text Overlay
A new accessibility feature has been introduced to improve the readability of Riddle Maps. Within the Language settings of the game menu, players can enable a Custom Text Overlay and further customise the appearance, adjusting screen position, font size, background and text colours.
After preferences have been saved, the overlay will be applied when viewing any Riddle Map, with a scroll bar available for longer text.
Fixed Issues
Gameplay
When players dive to a Faction battle, the enemy ship will now consistently appear visible upon surfacing to begin the encounter.
Players using a Grapple Gun to pull another player while in the water can no longer cause their target to rotate.
The audio effects for scooping and throwing water when bailing should now play consistently when performed in quick succession.
The audio effects for a ship filling and creaking when taking on water are now prioritised over other effects, ensuring that these cues are always clear to players.
Damage marks shown on the outside of a ship’s hull will now appear correctly based on the damage dealt.
Throwables such as blunderbombs targeting the rear hull of the Galleon will now consistently impact the hull’s surface and not pass through certain areas to land inside the ship.
Blowpipe darts embedded in moving ships are now more easily targeted and can be consistently destroyed through player actions.
The prior fix to the Armoury (3.2.3) that addressed players being unable to switch weapons after receiving knockback damage has been reverted to prevent further impact. This issue will be addressed in a future update.
Any open radial menus now close when crouching, preventing a range of visual issues caused by attempting to wield items while crouched.
‘The Journey to Mêlée Island’ – Emissary Grade progression is no longer awarded when collecting items found within the Tall Tale.
Performance and Stability
Further improvements have been made to game stability to reduce scenarios where players unexpectedly exit the game or become disconnected from their session.
Traps
Traps should now consistently rest on the ground when placed in a range of locations.
Traps will now be destroyed when thrown at the outside of a ship’s hull.
Traps loaded with a Bone Caller will now trigger consistently when sprung.
Throwing a trap inside a tavern will no longer prevent players from interacting with it or switching to other equipment.
Players setting the trap will now correctly receive the Red Alert Raider Commendation when meeting the necessary criteria, while those triggering the trap will no longer increase Commendation progress.
User Interface
Resolved an issue that caused the Quest Table to display an extended loading spinner when browsing for Voyages.
When using low graphics settings, browsing the Pirate Emporium from the Quick Menu during gameplay should no longer cause textures to fail to load within the Emporium and across the wider game upon exiting.
Players earning Distinctions for a Trading Company will now see the correct rank when viewing the Pirate’s Log from the front end menu.
Environment
Skeletons that emerge at Crow’s Nest Fortress and Barnacle Cay Temple should now appear in the correct locations and not become stuck.
Rain will no longer appear to fall inside buildings at Lookout Point.
‘The Lair of LeChuck’ – Players can no longer become stuck among palm trees during this Tall Tale.
Visual and Audio
The Tankard of the Damned now visibly runs out of grog when emptied.
Shadow Skeletons set on fire while in shadow form no longer display distorted visual effects.
Firing a ship’s cannon equipped with various Cannon Flares at Ghost Ships will no longer cause visual issues to appear within the sails.
Dying during the final wave of a Siren Treasury encounter will no longer cause the music to overlap.
The Cardinal Lodestar Flag is now correctly displayed on the Brigantine.
The Cardinal Lodestar and Lodestar Spyglass now sit correctly in players’ hands across all body sizes.
Players wearing the Captaincy of Courage Jacket or Dress now appear correctly when observed by others.
The Horn of Fair Winds and Trident of Dark Tides now appear correctly when viewed at different distances.
The Kate Capsize hairstyle now fits neatly around tall jackets across all pirate body sizes.
Fruit held in a player’s hand now casts the correct shadow.
The Fates of Fortune Pocket Watch now consistently displays the correct time.
The Tiny Tree Emote’s visual effect now disappears when the emote is cancelled.
The light effect of the Ancestral Collector’s Figurehead is no longer visible from inside the ship, and the item now appears correctly when lowering the graphic settings.
The visual effects of the Radiant Comet Collector’s Figurehead now remain visible when viewed at a short distance.
Green smoke from the Checkmate Cannon Flare is no longer visible to players launched from the cannon.
‘Lords of the Sea’ – The Black Pearl now consistently appears with a golden glow at the end of the Tall Tale.
‘The Quest for Guybrush’ – Stan's voiceover should continue to be heard after being locked inside the wardrobe.
‘The Lair of LeChuck’ – Murray’s skeleton now appears correctly once his head is attached.
Text and Localisation
‘The Lair of LeChuck’ – Improvements made to the Quest Book to address overlapping text in French and Italian languages.
Improvements made to consistency in terminology across Simplified Chinese, Thai and Brazilian Portuguese languages.
Known Issues
To learn more about known issues in Sea of Thieves currently being tracked and their status, head over to our Known Issues support site article.