Fixes:
Fixed issue where distant geometry would be visible through trees on starting island.
Significantly improved the accuracy of island sizes on the map - preventing ship positioning overlapping islands in map view.
Improved accuracy of the quadrant.
Significantly improved cases where reefing sails would result in jitter from over-shortened ropes, or large visible gaps between rope and reefpoints.
Fixed issue where crew would begin randomly teleporting around the navmesh at ludicrous speed.
You can no longer assign multiple crewmembers to the same interaction point. Instead the currently assigned crewmember will receive an update to the existing task.
Added numerous adjustments to simplify ladders, and increase their utility. (For crew)
Reduced chances of crew becoming stuck in tight spaces.
Assigning multiple crew to very tight areas should no longer result in them becoming stuck. (They will pass through one another though.)
Made numerous enhancements to crew director script(s) to reduce overhead.
Fixed some mesh elements on the corsair xebec being positioned incorrectly resulting in noticeable clipping.
Changes/Updates:
Updated shader system for some trees, allowing better looking motion.
Changed how apparent wind is calculated. Previously faster ships could outrun atmospheric drag effecting the sails, resulting in flaccid looking sails despite them performing well. Now ship linear velocity is considered when calculating intensity of wind effects to apply to cloth particles.
Significantly adjusted square sail performance. Should no longer be possible to maintain high speeds into the wind. Should no longer be able to maintain high speeds with just one or two sails on a square rig.
Decreased extreme heel behavior on the corsair xebec.
Added crew capability to the corsair xebec.
Crew can now climb rigging where required. (Corsair xebec.)
Added many missing keybinds to the controls menu
Game has now passed review for Steam Machine with a playable rating.
Sneak peak...

