WARBIRDS.IO Dev Log

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Steel rain: armor, citadels, fire and flooding come to the sea

Last time we launched the naval theater with a map and ships that handle like ships. Now they fight like ships: two shell types, armor that has to be beaten, citadels worth chasing, fires and flooding to manage — and a patrol of AI warships to try it all on.

Two shells, one hard choice

The main battery loads either armor-piercing or high-explosive, swapped with a key. The choice is the whole game:

So a cruiser shells a destroyer with HE (AP would sail straight through), and a destroyer can't AP a cruiser at all — it burns it down instead. Reading the target and loading the right shell is the core skill, exactly as it should be.

A blocky destroyer firing its main battery across open water, a shell trail leaving the guns and high-explosive rounds bursting on the target ahead
The main battery in action — a shell streaking off the guns and HE bursting on the target.

Fire, flooding, and the damage-control party

Damage doesn't stop when the shell lands. An HE hit can set a fire that burns a slice of your health every second; a clean AP penetration can open the hull to flooding that does the same, harder. Fires stack. Left alone, they'll sink you on their own.

The counter is the damage-control party: one button puts out every fire and stops the flooding at once and grants a few seconds of immunity — then it goes on a long cooldown. So you don't just mash it the instant something lights up; you weigh whether to spend it now on one fire or hold it for the alpha strike you know is coming. It's the most World-of-Warships decision on the boat.

Someone to shoot at

A combat model needs targets, so the theater now puts an AI warship patrol to sea on each side. They close to a broadside, train their guns with a ballistic lead, pick AP or HE by what they're shooting at, sheer away when you get too close, and call their own damage control when they catch fire — and they sheer off the islands instead of beaching. Sail out from your flank and there's always a fight waiting in the middle.

The sea war grows up

Put it together and every gun duel is now a little puzzle: read the hull, load the shell that beats it, chase the citadel when you can, and keep one eye on the fires eating your health bar while you decide when to spend the damage-control party. Next we'll give the destroyers torpedoes — and then the sea war is its own game, top to bottom.