Release 2026-03-24

From YPPedia

Atlantis Recharted

From the Release Notes:

Welcome back to the depths! Atlantis has undergone a refresh with new mechanics, map layout, and gameplay systems. Here's what's new.

New Map

The Atlantis map has been redesigned from the ground up. It's now a square instead of a rectangle, with four concentric difficulty rings — the closer you get to the center, the more dangerous it becomes. Safe zones line all edges of the map, giving ships a reliable place to enter, exit, and recover. Zone boundaries are marked so you always know where you stand.

There are currently two different map layouts.

Monster Patrol System

Monsters now move in organized patrol groups that sweep through their rings in waves, creating natural openings between encounters. A few things to know:

  • Patrols stay within their own ring and won't chase you far across zone boundaries.
  • Once a patrol group locks onto you, individual monsters in that group no longer respawn — you have to wipe the whole group. After that, there's a delay before they return.
  • Monsters near citadels now defend the area around their citadel instead of wandering. They disappear when the citadel is defeated or expires.

Monster Balance Changes

  • Gorgonyx: Ram attacks now apply once per target per move, preventing one monster from stacking multiple hits in a single turn.
  • Archelon: Turn-wave bilge reduced. Chain shots can no longer strip your last movement token of any type. Archelons no longer passively repair between fights, and Archelon saboteur counts have been reduced.
  • Triketos: Special maneuver tokens take longer to generate.

Infamy

A new Infamy system tracks your threat level throughout a run. Every monster you defeat raises your Infamy, shown as a color-coded bar (green to red) on the score panel.

  • Higher Infamy = tougher monsters, more spawns around you, and bigger citadel payouts.
  • Archelons only appear at 50+ Infamy. At 75+, all monsters spawn one tier harder.
  • Infamy caps at 75% in the outer rings — push into the two inner rings to reach maximum.
  • At max Infamy: A Boss Citadel spawns near you. Monsters back off your ship, but half your boarders bail and you're temporarily immune to new ones.
  • Infamy decays naturally when you're idle, and resets instantly in the edge safe zone. It doesn't decay inside a citadel.
  • Kill credit goes to the ship that dealt the most total damage — not the one that lands the finishing blow.
  • Defeating a citadel grants a "Plunder Bonus" for several turns, boosting treasure earned from monster kills. This is shown on the score panel alongside your Infamy bar.

Citadels

Citadels now spawn close enough to allow ships to reach them before they expire. Boss Citadels (triggered by max Infamy) spawn near the ship that triggered them and only appear in the inner rings. Boss Citadels have a new distinct look so they're easy to spot.

  • Ships with an active fray or being overtaken by boarders are not allowed in.
  • Active boarders follow you in and count toward the enemy total.
  • A "Forfeit Fray" button has been added so you can surrender an active fray before entering.
  • Inside a citadel:Your ship can continue generating sail tokens, repairs damage, and drains bilge — but damage and bilge can only go down, not up. You can choose to leave some crew at stations for healing, though doing so reduces the payout proportionally.

Alliance Groups

Ships under the same flag or allied flags now share Infamy, citadel rewards, and monster back-off state.

  • Infamy caps scale with your group's combined firepower. Smaller groups cap out faster; larger groups need more kills but earn bigger rewards.
  • Your group's citadels are marked with a golden shield. Other groups' citadels show a red shield — and non-members are ejected on entry.
  • Only ships present when max Infamy triggers can enter the resulting Boss Citadel. Latecomers share the Infamy bar but cannot join the fight.
  • Treasure is split among eligible ships, with each member's share capped to their crew count.
  • If a candidate ship sinks, their share is lost — but the group's Infamy progress is preserved.
  • Solo (flagless) ships function the same as before.

Treasure Hauling

  • Haul Buffer: Sailing near treasure spots builds up a reserve, so you can haul while maneuvering instead of parking for a full turn. The reserve is visible as a gauge on the score panel.
  • Treasure Sharing: Allied ships within 4 tiles of a treasure spot when it spawns share the haul proportional to crew count. The hauling ship gets a guaranteed share plus a bonus.
  • TH Contributions: Now decay gradually over time instead of dropping to zero instantly when you switch stations — less punishing to switch roles mid-run.
  • Sunk/Leaving Ships: Sunk ships forfeit their haul share, which is split among surviving ships. Ships that leave the map before a haul lose their share entirely.
  • Magic Water: Repair spots from Triketos kills now expire after a few turns instead of being permanent.

Mercenaries (Skilled Swabbies)

  • Mercenaries on smaller oceans can now fill the entire ship — no longer limited to the number of stations. This may be adjusted down the road depending on the size and population of the ocean.
  • Stock Reimbursement: Mercs now pay back a share of the rum, spices, and cannonballs they consume during encounters once they've earned enough to cover their costs. The amount is proportional to their crew share, paid to the ship's coffers.

Master-at-Arms (MAA) Controls

The MAA now has full control over who enters a citadel fray:

  • A 60-second volunteer window opens before the fight starts automatically.
  • Crew who don't enter stay at their stations and keep puzzling.
  • An "All Hands" button sends the full crew in at once.
  • Checkboxes let you select all crew per duty category at once.
  • The MAA panel is visible to navigators below the score info, and volunteer selections are preserved when switching between the nav view and the ahoy tab.

Quality of Life

  • Rejobbing: You can now re-job inside Atlantis during breaks.
  • Puzzle Indicators: Preserved when leaving stations to haul treasure and across breaks.
  • Break Timer: Shows time until the next break while puzzling. Hovering shows your total time in battle.
  • Chat: /blockade and /flotilla have been merged into /battle, which works across all skirmish types including Atlantis. Old command names still work.
  • Fray Spectating: Click a swabbie and choose "Watch game" to watch their fray.
  • Board/Depart Messages: Now batched instead of one message per swabbie to reduce spam.
  • Crew Management: Members who leave during a break are automatically replaced. Swabbies are removed when a player joins mid-break.
  • Swabbie chat spam while searching for stations has been reduced.

Bug Fix

  • Fix to correct the blockade drop window timing.