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[h2]Ahoy![/h2]
What a day! Today we have three releases: a regular update, a beta update and a new DLC. A new game isn't required, but we strongly recommend disabling mods and verifying game files just in case.
We've slightly adjusted our plans: on the 31st, we'll release the game designer's article about ship rebalancing plans, which will also include a brief annotation with my year-end review.
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[h2]Ships Pack: Part I[/h2]
This is the first part of a five-DLC series releasing throughout the next year. Initially, we wanted to simply enhance free roam with optional super-bosses on the global map — creating incredibly beautiful ships, each with its own mission and place in the game world.
But you know how it goes: ideas multiply, and now we're adding unique mechanics to the ships that encourage different playstyles and amulet combinations. And the stories of these ships and their captains are weaving into a single sinister... detective story? Horror? Manifesto?
[i]...There shall be five. Five ships, five captains – each will become a pillar of the new world. Each will purify their part of these waters. And when their madness reaches its peak – the New World shall be reborn, cleansed by their obsession.[/i]
When the fifth and final Ships Pack releases — all pieces will fall into place.
https://store.steampowered.com/app/3398030/Caribbean_Legend__Ships_Pack_Part_I/
Dare to challenge the Royal Galleon — buy now!
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[h2]1.3.5 Beta[/h2]
Looking at the changelog, this update deserves to be called 1.4, but I'm saving that number for the new character controls system. We'll share the full list of changes at release, but I can already tell you — it includes a good portion of what was planned for 1.5.
Don't let the "Beta" label concern you — in our view, this is a very stable version that significantly surpasses the current one.
[h3]How to download:[/h3]
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[h3]What's new:[/h3]
[b]Engine[/b]
[list]
[*] Added native support for anisotropic filtering. Makes the graphics a lot more cleaner.
[*] Fixed an old issue with graphical artifacts on loading screens.
[*] New blood effects on surfaces.
[*] Dynamic lighting on ship decks in sea mode.
[*] Reworked water behavior - it no longer floods ships and interiors.
[*] Fixed fast attack issues in confined spaces.
[/list]
[b]Content[/b]
[list]
[*] New galleon model
[*] New pinnace model
[*] New unique ship (DLC)
[*] Improved corvette model
[*] Boarding deck Rate 4: schooner vs. flute
[*] Boarding deck Rate 3: corvette vs. galleon
[*] Boss fight boarding deck for the DLC
[*] New sounds for 3, 6 and 12 pounders.
[/list]
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[b]Quests[/b]
[list]
[*] Added journal entries for "The Regatta", Tichingitu, Deluc, and Durand
[*] (FTJR) Marcus waits indefinitely before any quest
[*] (Amber Rush) Fast travel to amber barques is now available
[*] (Amber Rush) Tutorial window explains amber collection from barques
[*] (Amber Rush) Journal entry for collecting all amber appears earlier
[*] (Silk Road) The Flying Fish spawns immediately at Negril Point
[*] (Silk Road) Marcus accepts silk without requiring location reload
[*] (Pirate Trading for Dummies) Auto-teleport to Gonaïves after talking with Jean at gates after Marcus robbery
[*] (Hot Sun of Maracaibo) Added profitable option to ransom Picard from plantation for characters with high trade skills
[*] (Hot Sun of Maracaibo) Added more ways to gather goods and infiltrate plantation
[*] (Stones of Blood and Forest) More options for dealing with the guide
[*] (Stones of Blood and Forest) Enhanced Mérida scene and combat - a turning point for the hero
[*] (Stones of Blood and Forest) Option to refuse working for Marcus right after Mérida
[*] (Corrida) The Torero appears on global map even after delay at Tirax
[*] (Corrida) Can leave ship in port after capturing Torero and even repair
[*] (Corrida) Torero only has optimal crew during battle
[*] (Nemesis) No longer need to find flint for barrel explosions
[*] (Nemesis) Logical explanation for Charles entering dungeons alone
[*] (Nemesis) Alternative ending available with Tonzag in crew
[*] (Nemesis) Enhanced standard storyline ending
[*] (Nemesis) Removed some geysers from corridors except highest difficulty
[*] (Caleuche) Dialogues and journal account for unsold skull scenario
[*] (Saga) Fast travel to "Bald Maggie" and executioner's barque
[*] (Saga) Donovan is now a tougher opponent
[*] (Saga) Increased difficulty for Centurion, her captain, Cyclops and Chad
[*] (Saga) Auto-teleport to ship after mine assault
[*] (Saga) Daniel offers girl companionship. Maroon Town feels like home!
[*] (Saga) Journal entries and Jan dialogue reflect actual lawyer costs
[*] (Saga) Character automatically drinks potion when teleporting to Dominica
[*] (A Long Road to the Gallows) Doctor approaches automatically on first floor of Gino's house
[*] (A Long Road to the Gallows) Can actually return next day to check patient - time skip allowed
[*] (A Long Road to the Gallows) Smoother land battle difficulty progression
[*] (False Trail) Hero no longer goes to Rainer's stash alone
[*] (False Trail) Can safely loot galleon's cabin after captain duel
[*] (Price of Discretion) Pinnette ambush starts automatically
[*] (Isla Mona) Removed non-existent stockade references
[*] (Hero of the Nation) Resolved conflict with "More than Gold" quest
[*] (A Long Road to the Gallows) Quest properly closes if Portuguese left in prison
[*] (The Dead Man) Shows notifications when officers die during boarding
[*] (The Dead Man) Tougher mercenary commander
[*] (The Dead Man) Improved cabin scene
[*] (The Dead Man) Improved church massacre scene
[*] (Prison Break) Dutch now reward with silk alongside unique license
[*] (Indian Chief) Principio can attack Spanish
[*] (Indian Chief) Restored two-schooner battle on difficulties 3-5
[*] (City of Blood Harvest) Double peso reward for Cartagena raid
[/list]
[img]{STEAM_CLAN_IMAGE}/44649887/07f177a1d0298de8e6fa0d979c7d8204d56b690c.png[/img]
[b]Balance[/b]
[list]
[*] Improved gameplay design of previously added boarding decks
[*] Better and more fluent doubloons generation at banks. Depends on character level and Trade skill.
[*] At a certain perk, player and officers can shoot muskets without hitting allies/neutrals
[*] Prosper now misses less often
[*] Ritual Knife from "Slave Trader" quest is now a ward giving 10% melee damage
[*] "Son of Jaguar" adds 3% firearm crit chance
[*] Governors pay double for their quests
[*] Taíno Ward increases carry weight for hero and officers
[*] Reduced Adelina's starting purchase cost to 10,000
[*] "Adelina" gets average stats, loses all upgrade bonuses except cargo
[*] Other protagonist ships in sandbox lose all upgrade bonuses
[*] Helen's starting ship no longer damaged
[*] Sandbox heroes lose all amulets, wards and trade license
[*] Antidote added to mixture recipe
[*] Lute added to "Minstrel" recipe
[*] Isla Mona factory gives double ironwood, rum/wine directly from cabin
[*] Gypsies always sell arsenic with "Trustworthy" perk
[*] Pirates return to global map - numbers increase with hero rank
[*] Reduced navigation skill for bonus officer in Deluc mini-quest
[*] Parade cuirass no longer guaranteed at moneylender
[*] Treasure value based on Luck skill rather than rank
[*] Ships lose speed more gradually at low/medium sail damage
[*] Panama only accepts deposits under specific conditions
[/list]
[b]Miscellaneous[/b]
[list]
[*] Significantly increased global map speed
[*] New dialogue display: lines better highlighted, number key selection added
[*] Side quest givers wait for player initiation and don't disappear if missed
[*] Bounty hunters don't attack in cities (temporary fix)
[*] Romantic partners don't suggest intimacy at inappropriate times
[*] Fast travel available to enemy ships in governor/port authority quests
[/list]
[b]Fixes[/b]
[list]
[*] Enabled hints no longer break dialogues
[*] Fixed traders inventory reset issue
[*] NPCs no longer randomly attack each other outside combat
[*] NPCs no longer levitate or dissapear from their working places
[*] Fixed about 10 exploits
[*] Charles no longer writes letters in mid-air during The Gambit questline.
[*] Zikomo no longer levitates
[*] Fixed stealth ship capture bug in "Guardian of Truth" quest
[*] Fixed glowing textures in various locations
[*] Reduced rowboat size and improved its placement
[*] Fixed many spelling errors
[*] Various other bug fixes and improvements
[/list]
You are more than welcome to leave feedback and/or reports in a [url=https://steamcommunity.com/app/2230980/discussions/1/601891815092724081/]separate 1.3.5 thread[/url].
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[h3]1.3.3[/h3]
We have also updated the public version to 1.3.3 — besides adding DLC-related resources, we have also improved gameplay experience for previously updated boarding decks, added a new standard galleon model, and fixed the issue of levitating/disappearing NPCs.
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And... that's all for today. Grab [url=https://store.steampowered.com/app/3398030/Caribbean_Legend__Ships_Pack_Part_I/]the DLC[/url], post reviews as blue as the Caribbean Sea, enjoy the beta and see you on December 31st!
Happy holidays!
ːjollyrː