Dev Diary VI

Caribbean Legend

An open-world RPG, set in the Golden Age of Caribbean piracy. Embark on a 200-hour-long adventure, plunder cities and ships, explore the unknown, discover treasures, forge friendships, earn bounties on your head, and charm the ladies on your path to ultimate freedom!

[h1]Ahoy![/h1] Ahead of you lies eight full pages of the future 1.5 changelog. Let’s get straight to it — we wouldn’t want you dozing off halfway through. [b]By combining:[/b] [list] [*] The results of our recent survey, [*] Feedback we've collected over the past six months, [*] A fresh perspective from our new game designer, [*] My own vision and conclusions from playtests... [/list] ...we’ve crafted an absolutely monstrous list of changes and re-evaluated our plans. Unlike previous patches, when we had to work at a breakneck pace, this time we’re ready to tease the planned content for patch 1.5 well in advance. For now, it’s just a dry list of changes. Over the coming months, our new super talent, Kirill (Game Designer), will write several dev diaries detailing the most significant updates, complete with pretty pictures and maybe even some graphs — exactly how we all like it. [hr][/hr] [h2]Our Plans:[/h2] [list] [*] Autumn Steam Sale - here we come! [*] Patch 1.5 will launch in spring 2025. [*] The patch will definitely require a new game start. [*] Approximately a month before the release, we’ll open public beta testing. [*] New controls and camera features might arrive earlier in a separate patch. [*] A truly major DLC will be released alongside 1.5. [/list] [hr][/hr] [h2]Fixing the "Tank Controls"[/h2] The reigning champion of refunds and the primary reason for negative reviews — especially from players previously unfamiliar with the [i]Sea Dogs[/i] series. Without a modern control scheme, there can be no new combat mechanics, proper gamepad support, or console releases. We spent months searching for talent, finalizing technical specifications, and creating prototypes. Looking at the first results, I can confidently say — it was worth it. Even something seemingly ordinary, like sprinting, dramatically modernizes the game and finally eliminates the need for the horrific and immersion-breaking time acceleration. In short, tank controls will be history. [list] [*] A new character control scheme inspired by [i]Bannerlord[/i]. [*] A modern camera with smooth movement and tracking. [*] Sprinting. [*] Movement while blocking (this might not make it in time, nor will climbing in sieges or boarding). [*] Aiming firearms. [*] Shoving and pushing through enemies in combat. [/list] [i]Work in progress:[/i] https://youtu.be/PEraXdkwRxk https://youtu.be/YZll_6HPrO0 https://youtu.be/FDQQuzPEmpQ [hr][/hr] [h2]Content[/h2] We continue expanding the game world with new activities while phasing out outdated location and ship models. One more year of work, and the Caribbean will be unrecognizable. [img]{STEAM_CLAN_IMAGE}/44649887/e500bfe8d417a1ebcb8a4612056ba72e6242c2a1.jpg[/img] [list] [*] 20 random events — short stories about ordinary people, unrelated to the main plot, offering a glimpse into the Caribbean through the eyes of its many inhabitants. [*] Hats — a new category of loot and decoration, displayed on all heroes and officers. [*] New model for the galleon. [*] New model for the polacre. [*] New model for the [i]"Cazador"[/i] — a ship of this caliber deserves better. [*] New models for both versions of the [i]"Flying Heart"[/i], the players’ top choice. [*] Boarding decks: [list] [*] Rate 4: schooner vs. flute. [*] Rate 3: corvette vs. polacre. [*] Rate 3: corvette vs. galleon. [/list] [*] A new Port Royal — thanks to the mega-talent Nikk. [*] Redone voice lines for ordinary NPCs and new lines for Tommy Irons. [*] More music. [*] Visible Leather Jacket armor. [*] New look for the League Suit armor. [*] New ship models on the global map. [*] New achievements. [*] Steam statuses — now your friends will always know what you're up to, even in the brothel (optional). [/list] [img]{STEAM_CLAN_IMAGE}/44649887/2f14bcb4670419cc3711650e520f8434093ed0bc.jpg[/img] [hr][/hr] [h2]Quality of Life[/h2] This one never ends. Any improvement to first impressions, better tutorials, time-saving, or overall gaming comfort — the more, the better. [list] [*] Complete overhaul of Martinique tutorial. We aim to get players out to sea faster, cutting down on endless dialogues on land. [*] Fast travel between settlements — look for guides at the gates. [*] Ship speed (global map, exploration, combat) now has minimum thresholds. This prevents struggles against unfavorable wind, which only leads to frustrations and reloads. [*] Indicators for promising caravans and dangerous enemies on the global map. [*] News feed in the launcher. It won’t replace our official [url=https://discord.gg/caribbeanlegend]Discord[/url], though, so subscribe to stay connected! [*] More informative journal entries — less filler, more precise instructions to minimize the use of game guides. [*] Statues and teleporters now display hotkey hints for activation. [*] Mini-map scaling is set to maximum by default to ease locating targets in the open sea. [*] Justice Island map is shown first in the atlas when you are visiting the place. [*] Doubloons stored in chests, officers’ inventories, and the player’s stash are now counted in a unified display in the character menu. [*] Payments can now always be made using doubloons from your cabin chests. [*] Boarders now appear first in the character roster in looting windows. [*] Revamped dialogue UI: the protagonist’s lines are more visible, and responses can be selected using number keys. [*] SFW mode to mute intimate sound effects — no need for emergency alt-tabs. [*] Officers' roles are now highlighted in dialogues, so you no longer need to remember all your boatswains, gunners, and carpenters. [*] Officers can be dismissed via a button in the character window (for those who feel too guilty to do it face-to-face). [*] Improved gambling interface: turn transitions and active button states are now clearer. [*] Prisoners are removed from the roster in the character menu — likely to get their own tab. [*] Updated control settings to meet modern standards — key remapping now highlights conflicts without auto-swapping. [*] Additional tutorial windows. [*] Health potion effects are now visible on health bars. [*] Global map controls can be mapped to arrow keys for left-handed players. [*] New “Archive” button to hide unnecessary entries for radiant quests and events. [*] Added a fast travel option to Gaspar the Goldtooth on Tortuga. [*] Early access to fast travel on Isla Mona. [*] Target ships from governors’ quests allow fast travel to them — currently, they spawn too far, making these quests impractical. [*] Trading skill effectiveness is now highlighted in shop and merchant windows. [*] Crew hiring windows now list all bonuses and penalties affecting available recruits. The hiring formula is being revamped to increase its utility. [/list] [img]{STEAM_CLAN_IMAGE}/44649887/09b5c877bda053b73feebc522e98bbcd562e84bd.jpg[/img] [hr][/hr] [h2]Story[/h2] This section contains spoilers for Flying the Jolly Roger and other story content! Yes, the survey results favored freeplay. However, Charles de Maure’s storyline still has some gaps that need to be addressed before diving into exciting features like boarding companies, the new economy, faction systems, or revamped combat. The primary focus is on fixing the much-maligned [i]Flying the Jolly Roger[/i]. [list] [*] A new quest for Mary Casper: 250 pages of high-quality content are already written. [*] Tichingitu is now recruitable in sandbox mode, with unique quests for every character. [*] Added missing journal entries for [i]The Regatta[/i], Tichingitu, Deluc, and Durand. [*] [b](FTJR)[/b] The player can earn the “Charlie Prince” title, displayed in the character window. [*] [b](FTJR)[/b] Marcus will now wait indefinitely before starting any of his quests. [*] [b](Amber Rush)[/b] Fast travel to amber barques is now available. [*] [b](Amber Rush)[/b] A tutorial window explains how to collect amber from barques. [*] [b](Amber Rush)[/b] The journal entry for collecting all amber now appears earlier. [*] [b](Silk Road)[/b] The [i]Flying Fish[/i] spawns immediately at Negril Point. [*] [b](Silk Road)[/b] Marcus now accepts silk without requiring a location reload. [*] [b](Pirate Trading for Dummies)[/b] Auto-teleport to Gonaïves after speaking with Jean at the gates post-Marcus robbery. [*] [b](Hot Sun of Maracaibo)[/b] A profitable option to ransom Picard from the plantation is now available for characters with advanced trade skills. [*] [b](Hot Sun of Maracaibo)[/b] Additional ways to gather goods, infiltrate the plantation, and find weapons have been added. [*] [b](Stones of Blood and Forest)[/b] More options to deal with the Indian guide. [*] [b](Stones of Blood and Forest)[/b] Enhanced scene and combat design in Mérida, marking a moral turning point for the hero. [*] [b](Stones of Blood and Forest)[/b] You can refuse to work for Marcus immediately after Mérida. [*] [b](Corrida)[/b] The [i]Torero[/i] appears on the global map even if the player doesn’t pursue it immediately. [*] [b](Corrida)[/b] You can leave your second ship in port after capturing the [i]Torero[/i] and even repair the [i]Torero[/i] herself. [*] [b](Corrida)[/b] In the boss battle against the [i]Torero[/i], its crew is at an optimal level only. [*] [b](Nemesis)[/b] No more searching for flint to blow up barrels. [*] [b](Nemesis)[/b] A logical explanation is provided for why Charles enters the dungeon alone. [*] [b](Nemesis)[/b] An alternative ending is now available for those with Tonzag in their crew. [*] [b](Nemesis)[/b] The standard storyline ending has been expanded. [*] [b](Nemesis)[/b] Some geysers in corridors are removed, except on the highest difficulty. [*] [b](Caleuche)[/b] Dialogue and quest journal reflect when the player never sold the skull. [*] [b](Saga)[/b] Sancho pays a bonus for collecting 25 crab pincers. [*] [b](Saga)[/b] Jessica’s grave has been added, with unique reactions from Mary and Helen. [*] [b](Saga)[/b] Fast travel to [i]Bald Maggie[/i] and the executioner’s barque is now available. [*] [b](Saga)[/b] Donovan is now a tougher opponent. [*] [b](Saga)[/b] Increased difficulty for the [i]Centurion[/i] and its captain, Cyclops, and Chad. [*] [b](Saga)[/b] Clan and pirate guards no longer delay Charles after resolving the story crisis by any means. [*] [b](Saga)[/b] Teleport back to the ship after the mine assault is now automatic. [*] [b](Saga)[/b] Daniel offers to spend quality time with a girl. You can now accept it. Maroon Town feels like home already! [*] [b](Saga)[/b] Journal entries and dialogues with Jan now reflect the actual cost of lawyer services. [*] [b](Saga)[/b] After returning from the island and teleporting to Dominica, the character now automatically drinks a special potion. [*] [b](Rumba)[/b] Charles’s dream sequence has been revamped. [*] [b](A Long Road to the Gallows)[/b] The doctor now approaches you on the first floor of Gino’s house himself. [*] [b](A Long Road to the Gallows)[/b] After Gino says to return the next day to check on the patient, you can actually return the next day. Time skipping is now allowed. [*] [b](A Long Road to the Gallows)[/b] Smoother progression of land battle difficulty. [*] [b](False Trail)[/b] The hero no longer goes to Rainer’s stash alone. [*] [b](False Trail)[/b] You can now safely loot the galleon’s cabin after dueling her captain. [*] [b](Price of Discretion)[/b] The ambush on Pinnette now starts automatically. [*] [b](Isla Mona)[/b] Removed references to the non-existent stockade in dialogues. [*] [b](Hero of the Nation)[/b] Conflict with the [i]More than Gold[/i] quest is resolved. [*] [b](A Long Road to the Gallows)[/b] If you leave the Portuguese in prison in the final quest stage, the quest now closes properly after a month. [*] [b](The Dead Man)[/b] Notifications now appear during boarding if your officers start dying. [*] [b](The Dead Man)[/b] Mercenary commander boss fight is now more dangerous. [*] [b](The Dead Man)[/b] Cabin dialogue scenes are improved. [*] [b](The Dead Man)[/b] The massacre in the church has been improved. [*] [b](Prison Break)[/b] In addition to a unique license, the Dutch now reward you with silk. [*] [b](Black Mark)[/b] You can now exit the global map after capturing the [i]Principio[/i] without waiting for the music to finish. [*] [b](Indian Chief)[/b] The [i]Principio[/i] can now attack Spanish ships. [*] [b](Indian Chief)[/b] Restored battle with two schooners on difficulty levels 3–5. [*] [b](City of Blood Harvest)[/b] The reward in pesos for raiding Cartagena has doubled. [/list] [img]{STEAM_CLAN_IMAGE}/44649887/2dcb18033a1ee34bc6fa11086c5c77c40a3c871d.jpg[/img][hr][/hr] [h2]Balance[/h2] This section is why a new game start will be necessary — but it will be worth it. We can no longer delay addressing obvious balance issues, and while the results will ultimately depend on playtesting, the game is guaranteed to feel more engaging! [list] [*] Complete ship rebalance: new specializations, traits, and the chance of capturing ordinary ships comparable to quest ships. Details in a separate dev diary. [*] New energy system: energy is no longer required for striking but influences damage. This eliminates the "block standoff" issue where players and enemies just stand around. [*] Health potions are now limited to officers and bosses, reducing low-level fight drag while keeping difficulty balanced. [*] Revamped crew recruitment: smoother progression based on rank, charisma skill, nation relations, and a touch of randomness. More details in a separate article. [*] Enhanced multi-step infiltration into hostile settlements. Failing a stealth check doesn’t immediately trigger hostility from the fort but complicates dialogue checks with guards on land. Even a total failure allows for bribery, significant stealth skill leveling, and improved chances in future attempts. [*] Bulk purchases of strategic goods from suppliers are now possible for high-trade-skill players willing to invest. [*] High-level characters and officers can shoot accurately, avoiding allies and neutrals. [*] The [i]Ritual Knife[/i] from the [i]Slave Trader[/i] questline now acts as a ward and provides a 10% boost to melee weapon damage. [*] The [i]Son of a Jaguar[/i] talisman now adds an additional 3% critical hit chance for firearms. [*] The [i]Siege Master[/i] perk reduces the minimum crew required for land assaults. [*] Governors now pay double rewards for their quests. [*] The [i]Taíno Ward[/i] increases carry weight not only for the main character but also for officers. [*] The [i]Adelina[/i] now has average stats and loses all upgrade bonuses except for its cargo capacity. [*] Other protagonists’ starting ships in freeplay lose all upgrade bonuses. [*] Helen’s starting ship is no longer damaged at the start. [*] Sandbox heroes now lose all bonus amulets, talismans, and trade licenses. We believe the game is now user-friendly enough to make early gameplay more challenging while making progression more rewarding. [*] Antidotes have been added to the mixture recipe. [*] The lute has been added to the recipe for the [i]Minstrel[/i] talisman. [*] The Isla Mona trading post now produces twice as much ironwood. Additionally, rum and wine can now be collected directly from the cabin. [*] Gypsy merchants will always sell arsenic if the [i]Trustworthy[/i] perk is unlocked. [*] Random pirates have returned to the global map, and their numbers grow as the hero’s rank increases. [*] Pirates no longer attack military ships and no longer form barque fleets in late-game. [*] The navigation skill for the bonus officer in Deluc’s mini-quest has been reduced. [*] Parade cuirasses are no longer guaranteed to be available for sale at bankers. [*] The value of treasures is now determined by the [i]Luck[/i] skill and the total number of treasures found, rather than the player’s rank. The more treasures you find, the higher the chance of valuable rewards. [*] Ship speed decreases less dramatically at low and medium sail damage levels. [*] Players can no longer find tens of thousands of goods, such as weapons, in trade ships. [*] Putting money in Panama’s bank is now only accepted under specific conditions. [*] Reduced the speed of characters carrying muskets. Heavily armed characters now move slower than those equipped with swords. [/list] [img]{STEAM_CLAN_IMAGE}/44649887/bbed9f1c2a5dc5bc4c6657ebd57cd8902c8647e5.png[/img] [hr][/hr] [h2]Refactoring[/h2] This is where we’ve reassembled core mechanics and resolved systemic issues that caused bugs and broke the gameplay experience in almost every playthrough. It’s a challenging task, but thanks to the recent survey, we’ve narrowed our focus on cleaning up ancient code. [list] [*] The random number generator has been reworked — merchant inventories and radiant quests will no longer “freeze,” making the gameplay experience more diverse. [*] Optimized [i]Willemstad[/i] and [i]Isla Mona[/i] locations. [*] NPCs no longer spawn underwater or follow the hero across the world. [*] NPCs no longer randomly attack each other outside of combat. [*] Fixed issues with priests’ trading inventories resetting to zero. [*] Removed inaccessible locations from radiant quests and rumors, resolving missing location and country names in the quest log. [*] Captains from radiant quests no longer endlessly respawn in cities. [*] Water behavior reworked — it no longer floods ships and interiors. [*] Fixed camera locking onto other NPCs. [*] Resolved the random disabling of fast travel. [*] Improved the interruption system. The primary cause of many bugs was NPCs intercepting the player, sometimes simultaneously, thus breaking scripts. Experienced players know how to avoid this, but it’s far from an enjoyable experience. [*] Bounty hunters no longer attack in cities. This is a temporary fix; a new bounty system will be implemented later. [*] Townsfolk no longer initiate conversations with the player. [*] Quest givers now wait for the player to start their quests and don’t disappear from locations if missed. [*] Romantic partners no longer suggest intimate activities where it would be inappropriate. [*] Officers now interact via a separate events window instead of harassing the player in taverns. [/list] [img]{STEAM_CLAN_IMAGE}/44649887/9fe1380899458d0a5f1eb1cf086de5e31e5a8e56.jpg[/img] [hr][/hr] [h2]Fixes[/h2] Small issues that needed addressing. Most were identified by participants in the recent survey. The list isn’t exhaustive, as new tasks are added to this category daily. [list] [*] Saves and ship naming — resolved the issue where text input would disappear. [*] Resolved the issue of lunge attack changing to slash attack due to the lack of space. [*] Fixed inconsistent inventory and balance for Gaspar the Goldtooth. [*] Fixed over 10 exploits (because we’re feeling mischievous). [*] Corrected glowing textures in certain locations. [*] Charles no longer writes letters in mid-air during the [i]Gambit[/i] questline. [*] Zikomo no longer levitates. [*] Shipyard and port managers no longer levitate either. [*] Bounty hunters and procedural quest NPCs no longer interfere with major storyline scenes. [*] Tavern music on [i]Isla Mona[/i] no longer conflicts with the main location music. [*] Alexus no longer repairs hulls by accepting one piece of goods at a time. [*] Resolved misaligned text in the stats for several ships. [*] Fixed several achievements that were not functioning properly. [*] The [i]Kidnapper[/i] quest no longer conflicts with the disappearance of Barbazon at the end of [i]Happily Ever After[/i]. [*] Corrected inverted display of buy and sell prices in the cash book. [*] The governor of Willemstad can now properly accept the postal delivery quest. [*] Resolved issues restoring relations with smugglers via Loxley. [*] Fixed strange doors in cities that led to other islands. [*] In the [i]Barbazon’s Temptation[/i] quest, corrected the issue where silk amounts in the hold were overwritten if the player already had their own silk. [*] In the [i]Guardian of Truth[/i] questline, fixed the bug ruining stealth boarding scenes. [*] In the [i]Place Under the Sun[/i] quest, the interception point for targets is now always clearly marked. [*] Stolen ships in port authority quests can now be boarded without issue, even if they’re friendly. [*] Enabled tutorial windows no longer break dialogues. [*] The [i]Slave Trader[/i] quest no longer breaks the pirate armada’s behavior during the Tortuga raid. [/list] [img]{STEAM_CLAN_IMAGE}/44649887/1a17a25e62f078a897d9d98a79767484b390017c.png[/img] [hr][/hr] [h2]DLC[/h2] What can we say? Stay tuned for the grand announcement! [list] [*] A major storyline comparable in size to [i]Flying the Jolly Roger[/i]. [*] Available in both sandbox and story modes. [*] A new romantic interest. [*] Two ships, several locations, characters, music, voiceovers, and entirely new mechanics. [/list] [img]{STEAM_CLAN_IMAGE}/44649887/05d207a938b8755c4fa01579b6d6f16851fe791e.jpg[/img] [i]Não são os visuais finais! Apenas um rascunho do nível e um trabalho em progresso![/i] [hr][/hr] [b]That’s all for now![/b] Keep in mind that we still have months of development ahead, and the list above may change. Some things may be cut, others added. If needed, we’ll delay to ensure everything is top-notch. [b]Thank you[/b] for the fantastic survey responses, your feedback, and the spirited discussions in [url=https://discord.gg/caribbeanlegend]Discord[/url], Steam, and my DMs. Our next dev diary will dive deeper into one of the new mechanics for 1.5. In the meantime, enjoy the game and, if you feel like it, leave reviews as blue as the Caribbean Sea — it matters. [b]Good hunting![/b] ːjollyrː