WARBIRDS.IO Dev Log

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Now you see me: concealment & smoke

Until now the sea had no secrets — every ship saw every other ship across the whole map. Now the fleet fights blind: ships are hidden until they're spotted, and that single change turns the sea war into a game of positioning, ambush, and nerve.

Hidden until detected

Every hull has a spotting range — its concealment. An enemy only appears in your picture (and on your minimap) once one of your ships or planes gets inside that range. A destroyer's is tight, so it can slip far closer than a cruiser before anyone sees it. The range isn't fixed:

When the enemy can see you, a DETECTED warning lights up, so you always know when you've been made. Vision is shared across your team, so a scout that spots a hull lights it up for everyone.

Smoke screens

The destroyer's answer to being seen: press C to lay a smoke screen — a bank of cloud you sit in and vanish from. Anyone inside is concealed unless an enemy is almost on top of them, so smoke lets a ship break a lock, cover an advance, or shoot from cover while spotters do the seeing. It's on a long cooldown, so when you pop it matters. The AI destroyers use it too, ducking into smoke when they're caught in the open.

A low bank of grey smoke spread across the blue sea, a warship standing off to one side firing blind into it while another hides within
A smoke screen on the water — a destroyer vanishes into the bank while the cruiser shells its last-known position blind.

An enemy you can't see isn't there

An unspotted enemy is truly gone — off your view and off your minimap alike, no ghostly outline to give it away. Your own teammates always show, so a scout on the wing lights the enemy up for the whole team. The AI captains hunt with a clear head, so they'll keep pressing; the advantage of concealment is yours to seize.

The sea finally rewards a cool head: hold fire, use the islands, slip into smoke, and strike from where they aren't looking.