
Ahoy mateys!
The last few months have been pretty full for me, I'll share why very soon (don't worry, it's good news)!
Still, I had a bit of extra time to do 2 really cool things!
I've worked with the lovely people at Quest Fox Studio (https://questfoxstudio.com/) on the creation of a custom key art piece for High Seas! It turned out INCREDIBLE and I feel immensely blessed to be part of something SO COOL!
The new art will be featured here on Steam, as well as some other promotional areas and, of course, in-game as the game loader screen!
I've heard your feedback on how difficult it is to find different stuff that's of interest in game. As such, I've updated the quick actions window to now be an area in the main view!
This is the first version of the bar, with the most commonly used actions added in the top right corner. I plan to expand this with even more actions and maybe even some customization, so you can remove and add different things up there!
I also fixed some minor bugs: labels not fitting the UI in different languages, and grass patches overlaping the ground textures of some buildings.
I've also heard you loud and clear on the weirdness of economic collapse, and pops being happy with crazy unemployment or housing issues. Those will be my very next focus. I plan on reworking happiness, pops and city growth to give you even more tools to understand and manipulate them!
I hope you're having a great summer so far, wish you all the best, and see you in the Discord! ( https://discord.gg/7sKhteQv4w )
Happy trading,
Lexy.
They say I'm not much of a chef, but guys...
I've been cooking.
High Seas, High Profits! is the textbook example of a game that would work great with mods. The reality is, you guys are asking for soooo many features that fit your play style (but sometimes they don't fit the original game) that mods are realistically the only way we'll be able to get things working.
Some members of the community have already been doing mods. It's been pretty hard on them since there isn't much in the game to help them achieve a cohesive look, or even harder: add their own models to the game.
That stops today.
I've just implemented a set of utility methods in the base game that are only there to be used by modders. They let you easily create normal windows, confirmation windows, texts, titles, buttons and scrollable lists, among other things.
In fact, I also just released an example mod that uses all of that:
The screenshot above features a window for a Captain Academy that doesn't exist in the base game. It's fully implemented in a mod!
Do you want to create new buildings? New ships? New trees for some odd reason? I got you. The game now features an object loader, so you can straight up load .obj files along with their textures:
Moreover, I will soon release my buildings.blend file, containing ALL the in-game buildings, as well as the captain academy building, with an atlas material, so that you can create your very own buildings in the same style as the ones already available in the game!
A few members of the community have already built some mods, I'll feature a couple of my favorite ones below. I've also created a couple of demo mods that I've also open sourced so new modders can take a look and quickly get up to speed.
Do you recall using cheats in GTA? I used to love that. I already had a developer console in High Seas, but it was clunky and only really meant for me to quickly test stuff. With this mod, I want to give you the ability to straight up cheat, if you're into that.
Gitlab: https://gitlab.com/lexy-dot-zip/hshp-lexys-cheatbox
You activate it by pressing the (`) key (the one below Escape).
There are only a few cheats for now: givemoneyplease, quickride, workhorse, bigboy, thekraken. Test them out and let me know what new cheats you'd like to see! I promise I'll add more.
This mod is something that was requested in the Steam discussions not long ago. I plan to do a complete rework of captains, but in the meantime, if you want to remove their bad traits, for a cost - you can!
The mod adds a new building to new games, in a random city: the Captain Academy! In the captain academy, you can train your captains out of their bad traits. There's a cost to it, and your ship will have to stay in port for a couple of weeks, but at the end, your captain's going to be awesome!
Gitlab: https://gitlab.com/lexy-dot-zip/hshp-captain-academy
This is a really cool one, especially made for Patrician 3 nostalgics: you can only build businesses in cities where they have a bonus. It can be pretty brutal, but it gives the game an entirely new flavor: cities are even more important now, and building in the right place becomes critical.
Github: https://github.com/JuanBerta/Bonus-Only-Businesses-Mod-HighSeasHighProfits
Mod (validated & built by me): \ Bonus only Businesses by JuanBerta by lexydotzip
Another fun little mod. Ever wanted to tell your ships to just trade some goods, between some cities and make a lot of money? This mod has your back. Decide on the cities and goods and just let the convoy do the actions itself. It's quite profitable and takes a lot of the pressure away from deciding what to sell and where to get it from, if you don't like doing that yourself.
Github: https://github.com/JuanBerta/SmartTrade-Draft-HighSeasHighProfits
Mod (validated & built by me): \ SmartTrade Draft by JuanBerta by lexydotzip
These mods use MelonLoader to actually get loaded in the game. For now, I've audited the code of every open sourced mod myself and built the binaries, just to make sure everything's all right. For now, only download mods that come from my itch account: High Seas, High Profits! Mods - Collection by lexydotzip - itch.io
Moving forward, I'll also look into what extra steps I can take to add Steam Workshop support so maybe we can have an extra layer of security. DON'T install mods from other sources for now - MelonLoader is very powerful, and it's the reason modders can change so many things in-game, but they could also be used for malicious code. ONLY run mods you trust.
There is now a dedicated Discord room for mods. Anyone who wants to post their mod can do it there, and I'll gladly audit the code and build the binary myself, for the extra security. Do note this requires your mod to be open sourced. For now, I'm not allowing mods with closed sources on the Discord.
If you're a modder, do drop by the Discord! Let me know what kind of extra tools you'd need for your mods, and I'll happily implement them!
If you're not a modder, drop by the Discord anyway! Give me your mod requests because I want to build more mod examples for modders!
I hope you have an awesome time with these new toys!
Happy trading,
Lexy.
Features:
* Cities now have 4 additional levels (5-8), allowing for roughly 3-4 times MORE building space.
* There is now a sound setting to allow muting the game's sound while in the background. Defaults to false.
Bugs:
* Fixed some z-fighting on bridges for the Linux version of the game.
* For the level 3 version of the type 1 city, the system would refuse to place city buildings built by the mayor.
Ahoy there automated trader!
I heard you wanted even more automation, in your automated convoys. Well here it is!
(I'll make a post in the upcoming days about the new design and possible workflows, for now, just some quick notes)
Features:
* New automated trading window. You can now pick stops from the map, see how they're chained, easily define actions for all cities and goods from 1 single view, define prices to be applied to the entire convoy and many more actions.
* New automated trading action: balance. You can now tell a convoy it should balance the number of goods on board by dynamically loading or unloading goods to reach a target. No more double stops for loading / unloading.
* Added in a HIGHLY EXPERIMENTAL new camera view angle: aligned to world map (north is up). Activate it in the general settings.
Bugs:
* A very long-standing bug that would make in-world UIs darker (city details on the world map, ship names, building hover details)
* Many bugs where labels would not fit in the interface, particularly in polish. Big thanks to everyone who reported them!
* Fixed a bug where for a ship's path in the world map, the number on a stop could be displayed on top of a city's name.
Happy trading & see you soon in a dedicated post where I discuss everything about the new auto trading.
Ahoy mateys!
Today's update might not seem crazy to some, but it's loooong awaited by others!
Features:
* There is now a warning whenever the global population is in decline.
* There is now a cute bell sound whenever one of your ships reaches a port and has no orders
* There is now a new notifications section that replaces the notifications you used to get on the middle of the screen. In the new notification area, you will be able to see less invasive / important quests.
* There is now a notification list you can access through the tiny notifications panel if you want to see all the quests, regardless of whether they have a sound alert or not.
* You can now subscribe only to certain notification types and get them as alerts. Election and auction notifications can be enabled on a per-city level.
Bugs:
* In the well-connected quests, good names would not be translated correctly.
* A developer tool would be available in the final build and typing '-' could sometime turn your game into german
The great decluttering was long awaited & several players mentioned in the late game the number of notification's you'd get could be maddening. Now you have really fine grain control over them, especially for auctions and elections, since you can turn them on/off individually for each city.
Happy trading,
Lexy.
Hellow traders!
First things first, I want to let you know about a podcast I did recently with Tibi, an awesome dude from my home city, Brasov! Check it out here:
Second things... second?
Here are this week's updates:
Features:
* Clicking on one of your buildings will now show the detailed business overview (new UI!). Among other things, the new UI shows a history of the last 10 production cycles for the business: how much was produced, avg. production price & how many pops were available at the time.
* City owned buildings like the Town's hall, Shipyard, Market and Trader's hall now also have windows with titles on hover.
* Hovering a building now shows a simplified view with the building name, owner and status.
* Reworked how smart Buy/Sell/Transfer buttons work: if the amount you want exceeds the amount available, the button no longer gets disabled, instead the maximum available amount is selected.
* Town Hall window has been reworked. Among other things, it now displays city-wide effects and how long they will be available for
QoL & balancing:
* Scaling of in-world UIs of buildings is now zoom-dependent
* Removed mentions of managers from the build menu since it was confusing.
* Changed the way production percentage is calculated: previously upper class pops didn't do anything directly, instead not having them resulted in a 50% production cap. Now there's no more cap, but upper class pops are calculated as workers.
* There is now a warning on the build window whenever a city doesn't have enough people available to fill all the roles needed by the business.
* You can now repair or upgrade all ships in a city at once.
* The period between a mayor's warnings about neglected shops has been increased.
Bugs:
* Your current respect in the town hall would not be correctly translated.
* The list of ships that can be added to a convoy would have the wrong font & not be translated.
Bi-weekly update is here!
Balancing:
Increased the rate of occurrence of Timberyards in starting buildings.
Timberyards production is now doubled.
Performance:
Changed the way hexes are created on the world map so it uses a more performance friendly technique. Big fps increase for slower devices.
Updates:
New design implemented for the automatic city trading window.
You can now quickly reach the automation tab of the traders hall, directly from the trading window
You can now see the number of buildings that you can build depending on your reputation directly in the Town Hall
There is now a new sail design: Duck!
Bugs:
Regaining control of a shop you had previously lost could result in automatically losing it again
Planned for next 2 weeks:
Ability to repair an entire convoy / repair all
When making a new business, get a warning if there are currently not enough people to work it in the city
Ability to choose total number of goods to keep on ship, not only how much to load
City effects should be shown in the town hall
Statistics window: number of bought items should also show the average price you bought it for in the bubble
Warehouse should allow keeping a certain number of goods in interactions with both ships and city trading
Buy / sell should allow you to easily buy ALL instead of being grayed out because there aren't enough goods (e.g. you choose to buy 10 at a time, but only 7 are available)
In cities, get a simplified business view on business hover, detailed view on business click. Currently there's only a simplified view, on business click.
Hey traders! It's been a loooong time since I haven't updated you guys on what's cooking. But fear not - I have been cooking!
By FAR the most requested feature the game's ever had was for localization. People want to play in their native language. I get it. Today I'm happy to announce the release of the first localized version, featuring german, french, spanish and russian. The localization IS NOT PERFECT. I will be completely transparent in admiting this first version is created using large language models. You will see however it's quite a bit nicer than using google translate! Over the coming days, the localization will improve massively, since many members of the community have offered to help improve it!
Once again, I'm so thankful for everyone's input & help throughout this journey! In the next days I'll also be implementing a way to quickly suggest label translations in-game. This way you don't even have to join the Discord to suggest stuff! Well, you should do it anyway (Discord: https://discord.gg/7sKhteQv4w )!
You'll also notice that many labels don't naturally fit the UI at times. Between different languages, resolutions, monitors and scaling, I still haven't had the chance to see every bit of the game and update them. But rest assured, I will!
The 2nd most requested feature of all time has been an actually readable font :D I've listened and chose one of the coolest ones out there! It looks great, it's readable and supports maaany characters, accents and even cyrillic!
There is now a fancy font that only ever shows up in titles and other BIG formats, and a sleek, clean one that's used throughout. I think you'll find the font a lot more readable now. If not - I got you covered - the new UI also allows increasing the zoom size EVEN MORE than previously. You can probably play the game on a tablet now.
As you might know from the Discord, migrating the UI to the new format is only part of the equation. In fact, this was needed particularly because I want to go beyond that, and introduce both totally new windows that did not previously exist (e.g. new, more fun ways of setting up convoys) as well as refactor existing windows so they're better. Just take a look at what I have planned for the ship details window:
As is always the case with game development, the interface has taken a lot longer than I had expected, so the new UIs have had to take a step back, if I were to ever finish the localization before Christmas.
So is this my only Christmas gift for you guys?
I'm planning a Christmas update with some things I've set up already, and some more things I hope you guys will suggest! Hit up either the Steam Discussions board or the Discord ( https://discord.gg/7sKhteQv4w ) and let me know what you'd like to get this Christmas! Don't suggest multiplayer, santa can only do so much!
The new interface WILL BE BUGGY! Please report anything breaking, and give me a few days to hunt down labels that don't fit well. Who knew words in German can be so long?!
I hope you have an awesome time playing and a lovely December month! Will wish you Merry Christmas and Happy holidays in a new post, soon.
Happy trading,
Lexy.
Tiniest patch ever!
Updated Unity Runtime to prevent a known exploit.
Fixed a weird bug where it was possible to end up with a ghost convoy.
Fixed a memory leak that made the game take more memory, the longer you played.
That's all! Back to trading!
Play the Spooktober challenge before the end of the month!
Spooktober update!
Features:
You can now customize your ships! Switch between the different sail backgrounds and icons, unlock new ones for completing campaigns or challenges.
New campaign: A rough start / Isolation. This is the most complex campaign to date & definitelly the most difficult. I believe it's also the most fun!
Added the Spooktober challenge: a small challenge that rewards a new sail background and new sail icons!
Introduced a tiny balancing changes in the way consumption is presented & used in the calculation of prices. Expect some prices to be slightly lower, though consumption remains the same. More information on this soon.
You can now get the "Actual VIP" achievement by completing all 3 campaigns.
There is now a custom skin unlocked for completing the tutorial, the busy bee campaign and the new rough start campaign!
New mayor goals: adding a new bonus to population growth, allow the creation of a temporary bonus, invite a new trader to the city.
QoL:
When adding a new stop to your automated trade route, the default city will be your homecity.
Improved the wording in the popup that explains how to send your ship to different cities.
The tutorial is now fully migrated to be a proper campaign.
Completed campaigns are now finally, properly marked as completed in the UI.
Mayors may now complete their own city growth goal but ONLY if the city is really packed (could not possibly place a 3x3 building).
If a city's shipyard has no upgrades, mayor goals will now only propose T2 upgrades to regular items OR T3 upgrades to the trinket slot.
If a city's shipyard already has a T2 upgrade, new goals will no longer overwrite the existing upgrade type.
If a city already has a T3 shipyard upgrade, it will no longer be possible to get the shipyard upgrade goal.
The effect of parks added to a city (which may prevent unhappy pops from leaving) is now capped at 60%.
Upon buying a business, robot traders will also get a ship in order to move their goods around.
Bugs:
The "remove winter" toggle would show up behind the campaign panels in Campaign selection mode.
The jib sail accent color was not visible anymore.
You can longer sell a warehouse or fire its single employee.
Mayors in High Seas, High Profits! have been a powerful tool towards becoming respected, profiting and expanding your operations in cities, especially in the early-mid game. Their standard features were fairly solid, but it was clear they can be brought to life a bit more.
The 1st game changer is that now, mayors can fill in their quests on their own, over time. You can still contribute to these quests, and can have a bigger impact than the mayor himself! Manipulating goal orders becomes so much more powerful since mayors will complete their goals in order.
With this change, even remote cities have a chance to improve and become more lively. The one goal that mayors can't quite achieve on their own is expanding the city size, as this is quite a big task, requiring donations and the collection of more and more stone.
Ah, what about choosing your mayor? That's also possible now! A new quest has been added where you can cast your vote for the best mayor to rule the city. Your growing reputation has more and more weight in the city's future, so take a minute to learn about mayor types & vote for the best man for the job!
Storage in High Seas has been a bit of a mini-game in itself. Some move goods around on their ships simply so they don't have to pay rent. Getting storage without renting it was difficult: you had to build more businesses (which end up producing goods anyway). There are now 3 new tools to help you tackle this issue.
1. Prices for rented space are now halved! Spicying up the meta a little bit, I'd like to see more central-hub playstyles developing. Lower costs for rented space should allow players to have some items lingering around without breaking bank. In the future, we'll compensate this lowered price with something else (probably increased sailing costs 😈 )
2. Shops now give a cargo storage allowance. Since they have their own needs, it's more than fair that shops should contribute their fair amount of storage to your warehouse. More storage!
3. There is now a new, HIGHLY anticipated building: the Warehouse! Available through the building menu, the warehouse gives out a flat storage allowance for a monthly cost. You'll still have to strategize around whether the monthly cost is worth it, or you'd rather just rent the space, but this new building still brings in heavy discounts to storage cost, especially in cities where you have tons of goods.
I mentioned them above, but also wanted to have a dedicated section for them. Shops are here!
Ever felt like the world's not absorbing your pottery quickly enough? The new shops have your back! These new city-owned businesses will allow you to become a manager in someone else's business, supply it with goods and collect the profits!
There's 7 of them and they each have their own needed input goods. Strategically competing for them & providing them with everything that's needed will be a source of great profit, as well as continuous reputation gains. Say bye-bye to 'Not enough reputation'.
There's another interesting advantage you get with shops: you don't need to manage employees at all, there's always someone at the counter. Use that wisely.
Oh, have I mentioned you won't be the only one managing the shops? AI traders are perfectly capable (and willing) to do it themselves!
You'll have to take care of your shop and supply it with needed goods often, otherwise you'll end up having a heart-to-heart with the mayor.
If you don't own the Shop, you're surely wondering how you end up building & managing it? Mayors now have new quests to build these Shops! You can help them or let them figure it out themselves.
Once a Shop is built, you can join an auction for its management (provided you have enough reputation).
Be aware: AI traders will always try to get their sneaky hands on these shops too! it's essential that you get your prices straight, learn how they bid & let some of these 'opportunities' slip.
It's been a crazy fun month working on all of this. I've had so much great feedback from people in the Discord ( https://discord.gg/7sKhteQv4w ), and that's actually translated in many tinier features!
Work continues on the few remaining loose ends. Next month I'll share a bit of the new UI. I think it's absolutelly nuts. You'll see soon.
Until next time,
Happy trading!
Lexy.
Automated convoys are one of the most powerful wealth-building tools in-game. They allow for a bunch of different strategies. Collect goods from all of your businesses in 1 or several hubs (then distribute them to surrounding cities), straight up carry everything on your back, and haggle throughout the world or anything in between!
One of the problems with convoys has been that after creating your route, you were a bit in the dark in regards to exactly what happened while they were trading. That stops today!
The new system registers up to 11 trading runs, with each one of them ending after the last city on your list is visited. In these runs, you can see where the convoy has stopped, what goods were bought, sold, loaded and unloaded, how the total cargo capacity changed, etc.
You can even filter your view to only include 1 single good! Moreover, you're only shown goods that have actually been traded in that run. This will help you debug your routes and ensure you buy/load exactly what you need and sell as much as possible, for the best prices!
Here's an example: I have a route where I buy every single production bonus good from every city I visit, and then try to sell them everything else.
Here's what I mean:
Here's how I've been doing in my latest run on Iron bars:
Bought:
Sold:
As you can see, I managed to load up on 10 bars on this run (in Pellin and Alemstra), and sold all of them by the end (and an extra 4 crates that I picked in a previous run!). Pair this info with my convoy's hold having no more bars, it's a pretty good indication that there's good demand right now! I might increase the prices a little bit or pick up more bars to further increase my profit.
What about available cargo space?
My convoy has about 650 total cargo capacity, and the max I reached in this run is 368. I'm good for now, I don't need to add any more ships in, I could even pull a tinier ship or 2 into some other convoy!
You might notice there's a couple of different ways profit is presented. That's because you can look at profit in different ways!
If you just look at all of our income and spending, that's the simplest way to consider profit! We sold stuff, bought more and then repaired our ships. Simple enough, right?
Well, what happens with goods you already had on your ship? What about those loaded or unloaded in different ports? Deciding on profit for those is more complicated.
The 2nd profit formula looks at individual sales and what cost you to get that product. Say you had 10 crates of Iron Bars on your ship and got those for 185 coins per crate. When you sell them, the profit (or loss!) will be tracked. Adding the profit from every single transaction (and subtracting ship repairs) gets you the 2nd profit type!
In the example above, the simple profit is lower. That's because we loaded up on some goods that we didn't sell! We'll sell them eventually & then the simple profit will be higher!
Yes! But after the new UI gets implemented. There's still a lot of stuff that's too complicated, especially when setting up trade routes. I think you'll love the new UI. I actually started working on its design. Leave a comment if you'd like a sneak peek, or would prefer to be surprised.
Until next time,
Happy trading.
Lexy.
Automatic trading statistics are here! Bug fixes: * there were still scenarios where you could end up with perpetual winter :( * in the main menu, people could walk outside the roads * deleting a ship from a convoy could incorrectly change the leader of the convoy * the quest history could show up empty Changes & new features:
* there is now an interface to see what, where, and how much your convoys have traded!
* ports can no longer freeze in the Tutorial * adaptive consumption is now no longer used in the calculation of prices (prices won't jump lower after you buy some goods) * Timberyard recipe no longer requires logs * added 4 new difficulty levels! I've postponed the last and whackiest of them all (needs more time) * ai traders now have a small preferences towards returning to their home town. Also changed where they spawn to be more balance * re-ordered monthly input goods & build cost goods to ensure they're alphabetical
If there's one thing a high sea trader loves, that's opportunities for profit! Winter is definitelly one of them.
Jump in and discover some goods that have reduced production during winter & the impact that has on consumption, pop happiness and your own businesses!
There's never a free meal, capturing these new opportunities comes at a cost: plan around ports freezing, ensure your supply chains are up to date and there's enough stock to pass a long winter. Or just risk everything, hope for a short winter and dump as much grain into cities as humanly possible! It's up to you.
New options have been added to allow you to instruct your automated convoys on how to act around frozen ports.
There's a few more effects / QoL updates that will roll out soon impacting winter mode. There might even be some difficulty modifiers targetting the new season.
Please give it a shot and let me know how it feels!
Happy trading,
Lexy.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for High Seas, High Profits!, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main High Seas, High Profits! statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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