Dunmast: The Frontier
The Frontier is the biggest thing we've added to Dunmast since launch. It's a lawless sea past the edge of every chart, the same distance from all five oceans, so nobody starts closer than anybody else.
Take it, then hold it
There are no towns out there, no trade posts and no beginner protection. Every port belongs to an alliance, and every port can be razed.
- Every seat is already taken by a pirate haven. Break it and your alliance can settle there with a Charter Ship.
- Garrisons hold the ground. Two sit in every archipelago. Station ships on one and it's yours: it lifts your alliance port's output, and while any garrison holds, the port can't be raided.
- Alliances go to war. An officer calls an assault on another alliance's garrison or port, and every ship that arrives in time fights in one battle twelve hours later. A smaller alliance fights harder against a bigger one.
- The havens strike back, sending fleets at your ground with half a day's warning.
Elite raids
Every archipelago has a maelstrom that opens one of the five alliance raids in an Elite version, fought stage by stage over an hour: the screen, the line, the lieutenants, then the captain on their own flagship. Every stage pays out, and the gear is a grade better. To run all five, an alliance has to hold ground across the map.
A second ring
Past the first ring lies the deep Frontier. It reshuffles every Monday, every archipelago is a question mark until your fleet has seen it that week, and it has its own raids, fish, caves and gear.
Delves
There are caves in the Frontier, and your captain goes into them on foot. Go in alone or with up to two friends, as a Bruiser, a Mender or a Rogue, room by room down to a keeper at the bottom. The caves move at midnight and hold gloves, coats, boots, belts, and six old Heirloom weapons that grow from common to legendary and take a name of their own.
And more
The Frontier's own industry (the Blast Furnace, the Sawpit and the Tryworks) takes buildings to level 15. Fishing and Cooking go to 80. Pirate captains wait on the water, and not all of them want a fight.
A day later, The Arsenals added three ports per ocean that want a thousand hulls, and a coin only they pay.
The full notes are on dunmast.com/news.