Patch notes — 16–22 August 2026

Six pirate crews have sailed into Eclesiar, bringing conquerable ships, naval battlefields and valuable Resource Depots to the open water. This release also introduces Translation system, Instant Play, multi-tab chat, long-awaited inventory-item flows, combat fixes and a broad round of interface improvements.

Highlights

  • Translation System: Chat, Articles and article comments now are automaticaly translated to your language

  • The Pirate Invasion: six ships, six crews and a new naval battlefield.

  • Rewards at sea: Resource Depots boost production and reduce Grand Bazaar Gold prices.

  • Instant Play: newcomers using direct campaign links can enter as guests without completing the full registration form first.

  • Better chat: keep up to six conversations open, with clearer sections and richer mentions.

  • Usable inventory items: Company Relocation Permits and Merge Offices now open their full Eclesiar 2.0 flows.

  • Combat improvements: correct Military Unit rankings, side selection, Berserk drops and mobile war information.

Translation System

In order to reduce game globalization problems, we implemented a automatic translation system on Chat, Articles and Article comments.
Reducing communication barriers in between all community.

The Pirate Invasion

Six crews take to the water

The Pirate Invasion brings a six-ship fleet onto the world map, turning open water into temporary regions that countries can fight to control.

The fleet belongs to the Whitebeard, Roger, Beast, Charlotte Family, Red Hair and Straw Hat crews. Each ship returns to its rightful crew when a new invasion begins, ready to be contested again.

Pirate ships are captured through an invasion, like any other region: your country launches the attack and the battle is fought at sea. They are not travel destinations, so the way aboard is to invade—not to spend a ticket.

Each ship is defended by ten pirates. Those combatants now fight back properly and appear with their own NPC names and avatars on the battlefield, in the hit feed and in the detached battle view instead of looking like ordinary players or anonymous entries.

A dedicated Pirate Invasion briefing shows how the event works and the current state of all six ships:

  • who still holds each ship;

  • which country has captured it;

  • whether it is under attack; and

  • the level of its Resource Depot.

Selecting a ship in the briefing opens its region directly.

Every ship begins a new event under its rightful crew with its Resource Depot back at level 0. Old construction is cancelled during the reset and defeated crew members return. A battle already in progress is left untouched.

Open sea no longer pretends to contain ordinary national infrastructure. A pirate ship carries its Resource Depot and nothing else—no empty Hospital, Military Base, Production Fields or Industrial Zone cards are invented around it.

The rewards of conquest

Holding a pirate ship now provides two benefits through its Resource Depot:

  • Production: each Depot level adds 10% production to companies owned by the country holding the ship, its holdings or its citizens, wherever those companies operate. The bonus follows ownership and nationality, not the factory’s physical location.

  • Grand Bazaar: each Depot level gives that country’s citizens another 2% off Gold-priced items and packs. The discount stacks across controlled ships and with existing item and Christmas discounts, while the final value remains within the normal 0–100% range.

The new Cutlass combat buff lasts for one hour and adds 20% damage on Water terrain. It has its own icon and translated description and provides no bonus on land.

A battlefield built for the sea

Pirate battles now have their own naval battlefield. A ship-deck backdrop and encircling formation replace the normal land scene in both the main and detached battle views.

Pirate waters also have their own map presentation. A wave-textured blue surface fades naturally into the ocean, remains clickable and no longer receives the hard national outline used for land territory.

Sea battles keep the information that matters—arrows, impact rings and the war marker—without painting the water with land-style occupation stripes, contested washes or border shadows.

Pirate patrols now use dedicated top-down galleon art. The fleet remains visible as a stationed patrol when vehicle animations are disabled, and phones using the Lite map still show the pirate ships without turning ordinary decorative traffic back on.

Event geography now updates while you are online. When the Pirate Invasion starts or ends, its banner appears or disappears and the map adds or removes its regions without a full reload, preserving your camera, pins and current scene.

Map fixes included in this release:

  • Fixed pirate regions failing to appear for players who were already online.

  • Fixed new crews loading without their geometry or colours.

  • Fixed fleets drawing twice after a live refresh.

  • Fixed blue water remaining after the event ended.

  • Fixed rectangular haze around long water shapes and hard-edged fades on iPhone and iPad.

  • Fixed stale borders after terrain changed and sea layers appearing above fog or labels.

  • Fixed live refreshes temporarily hiding patrol boats.

The map now also performs less work at startup and uses less memory. Unused per-country geometry copies are gone, cultural borders load only when that view is opened, and Lite/battery variants skip the large Connections dataset whenever no event fleet needs it.

Instant Play and Account Recovery

Enter the game in one step

A new direct campaign landing page can now put a newcomer into Eclesiar in one step. Its Register button runs an invisible security check, creates a guest account and enters the game without requiring the full email registration form first.

This Instant Play route starts outside the ordinary rotating homepage and is available through direct campaign links. Its Login button still opens the normal sign-in for existing players.

If the security check times out or guest creation fails, the player falls back to the classic registration form instead of being left on a broken loading screen.

Guest players can play before securing the account, with the existing level 7 registration wall unchanged. The softer account reminder waits until the second onboarding phase is complete, and guest level-up notifications link directly to Settings → Account.

Phone verification no longer appears on top of guest email conversion. A guest first adds and verifies an email; the ordinary phone rules resume after the account is no longer a guest.

A clearer route back into pending accounts

Logging in with the correct password for an account that has not confirmed its email now explains exactly what is wrong. It previously looked identical to a bad password and offered no way forward.

The Login screen and the post-registration Check your email screen now let you resend the confirmation message. The request requires the correct email and password and has a two-minute cooldown to prevent repeated requests.

Country rankings on the public landing pages now show the real top five playable countries by confirmed, non-deleted citizen population. The displayed totals come from the same snapshot as the ranking; previously, the pages showed whichever five countries happened to be returned first.

Chat and Mentions

Keep several conversations open

Chat now keeps up to six conversations open as tabs. Moving between a public channel, a direct message and a welcome group no longer means returning to the list and losing your place each time.

Open tabs are stored separately for each account, survive a reload and stay in sync when moving between desktop and phone layouts. Opening a seventh conversation removes a dead channel first, or otherwise the oldest non-active tab, rather than the conversation you are reading.

The conversation list is now divided into Channels, Direct messages and Onboarding instead of mixing every type of thread into one long sequence.

An officer’s Onboarding groups have their own collapsible section below Direct messages, with one combined unread count and a Mark all as read action. The section folds automatically from four groups onward, while a recruit’s own welcome group stays pinned open above Direct messages for the tutorial.

We also fixed several unread-state problems:

  • Direct-message unread markers no longer disappear after a reload.

  • Messages arriving during brief connection gaps are recovered correctly.

  • The thread already being read no longer receives a false unread marker.

  • Closing a conversation now clears its tab and alert consistently.

Mentions for more than players

Mentions now cover countries, political parties, military units, holdings and NPCs, as well as players. The same grouped picker works in chat and in the article editor, and clicking a sent mention opens the matching game entity.

Mentions retain their entity type, so a party and a player with the same name no longer open the wrong page. Player names beginning with _ can now be mentioned too.

Storage, Politics and the Economy

Company Relocation Permits

The Company Relocation Permit is now usable in Eclesiar 2.0 instead of ending at Coming soon. Using one opens a complete company and destination picker inside Storage.

The permit lists companies you manage personally, for your country or through a holding, and only offers companies whose quality matches the permit. A company cannot be moved while it has workers or while it remains inside the cooldown following a recent trade. NPC and event-owned destinations are excluded.

Relocation has a real confirmation step before anything is consumed. It warns that:

  • all job offers will be removed;

  • production will be 50% lower for three days; and

  • the owner cannot relocate another company until the cooldown ends.

Merge Offices

Merge Office items now open the existing holding merge desk instead of the generic unfinished-feature notice. The game finds an eligible managed holding, takes you into its merge overlay and does not consume the item merely for navigating there.

Proposals, contracts and stock quests

  • The proposal form now shows how many laws you have proposed during the current mandate and your limit before submission. The normal allowance is 5, the president receives 7, and the Message of the Day law remains exempt when the quota is full.

  • Gem contracts now check the level of the player actually sending the Gems. A player below level 20 may receive Gems through a contract but still cannot send them before reaching level 20.

  • The Buy Stock quest now advances when at least one share executes through an instant personal purchase. A leftover personal sell quantity that becomes a standing offer advances Place Stock Market. Trades made for a country or military unit do not credit the player’s personal quest.

Fixed Train, Work and Work as Manager remaining disabled after passive energy regeneration. All three now use the same live energy projection as the HUD bar, so regenerated energy can be spent without reloading the screen.

War and Combat Improvements

Correct Military Unit rankings

Fixed the Forces board’s MUs tab. Fighters in the current round are now grouped under their actual military unit, with player counts, hits and damage totals, instead of the whole side being swallowed by one blank entry.

Two military units with the same name remain separate, and fighters without a unit stay visible in a No unit row at the bottom so their damage does not disappear from the board.

Battle-rule fixes

  • Fixed ordinary wars over occupied territory belonging to an unavailable nation forcing every eligible fighter onto ATK. Players already committed to the attacking side stay there; other eligible fighters can choose ATK or DEF again when the normal battle rules allow it.

  • Fixed Berserk receiving only one military-equipment drop roll. Its five-hit strike now makes five independent grade 1 military-equipment rolls, matching the five hits it represents and allowing more than one successful drop.

A clearer mobile battlefield

Total ATK and DEF damage is back on phones, displayed below each percentage. The percentage showed the balance but not the scale of the battle, while the Forces panel did not contain the missing side total either.

The phone battle header now uses the full available width, with clearer round and victory counters and more readable ATK/DEF controls. The buff tray sits below the header instead of covering those counters.

Fixed buff tiles blocking the floating chat panel’s close button on short war and construction screens. Only the actual tiles catch taps, chat stays above the tray, and buff and terrain descriptions open above the war scoreboard and spectator panel.

Articles and Publications

Article lists now prefer the time a story was actually published rather than when its draft was first created. A story drafted days early and published today therefore appears with today’s stories. Older rows without a stored publication time keep their creation date as a fallback.

The dashboard feed, newspaper lists and article reader now show that same publication time. Once an article has a publication timestamp, later edits do not move it back to the top.

The Hot feed’s 2-day, 7-day and 28-day windows now use publication time too. Official game articles stay pinned for three days after going live and now appear in country-filtered Hot feeds as well as the global view.

Punishments and Ban Information

Player profiles now show an active Mute, Temporary Ban or Permanent Ban badge. Temporary restrictions include their end time in a tooltip; permanent bans show no expiry.

Banned players now receive a clear explanation during login, session restoration and live play instead of being treated like an expired session and bounced through a login/logout loop. The screen shows the ban type and public reason—or the infraction when no public reason was supplied. Temporary bans also show their remaining time and end time.

Fixed short temporary bans remaining active for as much as 24 hours after their real end time because a positive punishment result was cached for a full day. New cache entries cannot outlive the restriction they represent.

New temporary and permanent bans now leave a system notification for the affected player, including the public explanation where one was supplied.

Interface and Quality-of-Life Improvements

  • Equipment-drop notifications now open Training → Equipment and, when the information is available, the exact equipment slot. Notices opening a specific tab keep the correct destination label, and following one from War or another stacked screen returns you to that screen after the destination closes.

  • Changing your avatar now updates the bank header immediately instead of leaving the old image from your last sign-in. If the image cannot load, the framed header falls back to the normal bank icon rather than showing an empty box.

  • Fixed the phone top bar’s wallet, clock, profile and right-side controls painting over one another around 390px widths and at enlarged HUD scales. In the tightest layouts, lower-priority text yields first while full wallet values remain available inside the expanded panel.

  • Long translated titles on the Articles, Building Orders, Daily Quests, Tournaments and Wars dashboard cards now truncate without pushing their counters or action buttons out of place.

Faster language loading

The other 36 language bundles no longer all download at startup. English remains ready as the fallback, while the player’s selected language is preloaded for up to two seconds before the normal interface appears. A manual language change waits for the new copy before swapping. If a language file cannot be delivered, the interface falls back safely to English.

Chat, Military Unit and combat copy—including Cutlass—plus proposal quotas, punishments and the Resource Depot building description were synchronised across all 37 supported language bundles.

The detailed Pirate briefing, the Grand Bazaar’s Resource Depot banner, the Relocation Permit and Merge Office flows, and the later Instant Play and confirmation-resend screens currently have native English and Brazilian Portuguese copy. They use the English fallback in the other 35 languages.

Traditional Chinese now uses a neutral gold TC language badge in the selector instead of a national flag. The Simplified Chinese icon is unchanged.

Thank You

A large part of this update came directly from players who took the time to report a bug and explain where it happened.

Our thanks to @Dr.Dungeon @Arantes @Derailedman @[Gospodin Popara] @martial_ant @Nushid @KvadratekSi @Zalo-Ghur @Pursche

Eclesiar 2.0 gets better every week because of you. Keep the reports coming.