Update, lots of progress, and getting close to game mechanics complete. Step after that will be AI and single player release, followed by lobby/matchmaking multiplayer.
New features you see here are a mini-map that's so full-featured that you can actually play the whole game just using the mini-map, and a fully dynamic shiplist showing current order status, fleet and divisional flagships, damage summary, fouled state, and full/battle sails. Both the mini-map and the ship list are navigational tools as well, clicking on a mini-ship in the mini-map will move the main map to that location and select the ship. Clicking on any point in the mini-map will also move the main map to that location. And clicking a ship name in the ship list will do the same, moves the main map to that location and selects the ship.
The divisional structure will allow co-op/PVP multiplayer games where each player controls a division, also makes the AI a somewhat more approachable problem.
Being implemented now is the logistics UI that will appear below the ship list on the correct turn step, were we reload broadsides and set sail states and raise/drop anchor and attempt unfoul/ungrapple and eventually a few other things like repair.
All ship data for simulating any engagement from the Austrian War of Succession to 1815 has been created, and spinning up fleet engagement takes an hour or so and smaller engagements much less, so the intent is to have quite a large array of ready scenarios.
Still looking for an extra playtester or two, if you're interested please PM me here.
Here we see the hover effect in the mini-map, you get a rollover highlight on the ship and a hover pop-up that provides basic information about that ship. Except during combat steps, this is the most accurate information you get on enemy ships.