[h2]Happy New Year![/h2]
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[i]Ahoy! I could write a whole scroll about this year's results: discuss the number of copies sold, deliberate on the future of unlocking the code and modding support, share our global roadmap that already partially covers not just 2025, but 2026 and 2027 as well.
But that probably wouldn't interest anyone. ːcharles_happyː
So instead, I simply want to wish us all not just a happy new year, but also that despite all the crazy things happening in the real world, we still find the strength to play and enjoy good games. BlackMark Studio will sincerely do its best to ensure there are more such games in the world.
We're fortunate to have already accomplished our main goal for 2024: we've assembled an amazing team of professionals, each knowing their role and expertise perfectly. Armed with your feedback, a clear vision for the future, and supported by excellent sales figures, we're ready to grow further and achieve even more next year.
Modern control system. Localizations. Engine and graphics improvements. Less RNG and frustration — more fun and meaningful choices. Tons of new content.
And today, our new team member, Game Designer Kirill Gaidar, will share our vision for ship balance — this will be the first piece in a large series of design notes we're preparing for you.
Happy New Year! Kirill, break a leg!
[b]-Joruba, BlackMark Studio Game Director[/b][/i]
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[i]Don't mind the frog. It has a crucial lore behind it and has earned every right to be here.[/i]
[h2]Hoist the topsails! Setting course for the Gulf of Creativity![/h2]
In today's debut chapter of the game designer's notes, we'll discuss the most controversial and dangerous topic - ship rebalancing.
I kindly ask all fans of overpowered quest ships to step away from their screens - there will be no mercy.
[b]Let's begin with a brief intro.[/b]
The ship balance system, which is meant to create excitement for exploration and necessitate decision-making through complex trade-offs, currently falls short of its goals. All non-quest ships lack character and are largely useless, while quest ships are excessively powerful, making it pointless to use anything else in story mode.
Players face no meaningful compromises or interesting choices - they simply progress from one quest ship to another in search of the most unbalanced option, depriving themselves of the pleasure of choice and discovery.
This also impacts mechanics surrounding ships - for example, upgrades using strategic resources are only needed a couple of times throughout the entire game.
The ship rebalance is designed to address or mitigate these issues and restore interest in capturing new vessels and changing flagships, while also rewarding players for using ships according to their intended game purpose and/or historical role. Let's break it down step by step.
[h2]Ship Subclasses[/h2]
Every vessel sailing the Caribbean has its historical prototype and intended purpose. Some ships are more versatile, while others were built strictly for a single purpose - bombarding fortifications, transporting goods, or carrying correspondence.
[img]{STEAM_CLAN_IMAGE}/44649887/640abee0bb8cc361841e7d05746345c5d172217b.png[/img]
[i]All images in this article are test variations currently in development. The specific visuals, descriptions, figures, and layout of elements may change significantly.[/i]
The game will reflect this through both characteristics and traits (more on these below), dividing ships into 4 groups:
[list]
[*][b]Non-Specialized Ships.[/b]
Good at everything but excel at nothing, the most "average" representatives of their class. No traits or special infographics. compensate for their lack of identity with good overall characteristics and multi-purpose capabilities
Example: Snow
[*][b]Traders[/b]
Sacrifice caliber, speed, and gun count for large cargo holds.
Can carry decent crew sizes to speed up loading/unloading operations, some variants have decent armament but still prefer avoiding combat
Example:Fleut
[*][b]Raiders[/b]
They sacrifice hold capacity and hull strength for speed, while maintaining a respectable caliber of armaments. They favor hit-and-run tactics and swift raids followed by boarding.
Example: Corvette.
[*][b]Warriors[/b]
Sacrificing speed in exchange for large caliber and crew, possessing a spacious hold for storing gunpowder and bombs to keep the cannonade relentless. They prefer to crush the enemy with sustained fire, clearing the horizon of foes with tons of shot, bombs, and grapeshot. The best choice for large battles and fort bombardments.
Example: Galleons and Heavy Frigates.
[/list]
[img]{STEAM_CLAN_IMAGE}/44649887/0a1f482999fb634fe83e391287010e1204379414.png[/img]
[i]Of course, ship traits and subclasses can be obeserved in any ship-related window.[/i]
Ships have been redistributed according to these specializations, with some changing class based on broadside gun count, while others have been completely rebalanced.
These changes include a fair amount of game convention because we still want the game to be fun.
[b]More examples:[/b]
[list]
[*] The Galleon has received an impressive broadside battery, increasing to 11 guns per side, due to its reclassification as a Military vessel
[*] The Brig, a pirate favorite, has been moved to class 3 with reworked gun counts and speed to match its sail plan
[*] The Barquentine has been moved to class 5 to address the lack of trade ships in that tier
[*] Xebecs have been moved to class 4 with rebalanced stats to better reflect their historical role in coastal operations
[/list]
[h2]Global Balance[/h2]
Beyond individual adjustments, there are several universal changes affecting all ships:
[list]
[*] Average ship speed has been reduced across almost all classes, especially in classes 1 and 2. This slowdown varies by specialization and will be least noticeable on Raiders. Overall combat dynamics shouldn't suffer; they'll just become more logical, especially with adjustments reducing speed loss from sail damage.
[*] Crew sizes have increased, most notably in classes 3, 2, and 1. Now there's clear progression between classes not just in guns but in required crew for operation. To calm any concerns - the tavern crew calculation mechanic will be adjusted accordingly (to be detailed in future dev diaries).
[*] Cargo holds have increased by roughly 20-30% across all ships (most significantly for Trade ships), without changing cargo weight. This is a gameplay convenience to reduce tedious micromanagement and account for new crew sizes, without significantly impacting balance.
[/list]
[h2]The Complete Balance Sheet[/h2]
[url=https://docs.google.com/spreadsheets/d/1OKq2q4z6BxpQ0-bIf43D7dhoefjusBT5urECQziPQNI/edit?gid=643793782#gid=643793782]You can view every stat, number and change here.[/url]
[h2]Ship Traits[/h2]
Every specialized ship sailing the Caribbean will have a random unique trait corresponding to its subclass. These traits encourage and enhance the use of each specialization's strengths.
[img]{STEAM_CLAN_IMAGE}/44649887/0f3cced57078c9aefbe6248f98338586a6dbad72.png[/img]
Here are some examples (specific numbers and mechanics may change significantly)::
[h3]Traders[/h3]
[list]
[*] Current Chart: Increases global map speed by 5%
[*] Quality Packing: Cargo load has less impact on speed
[*] Guild Mark: Improves nation relations from successful trades, reduces sale penalties in friendly colonies
[*] Emergency Sails: Speed increases by 20% when hull integrity is below 40%
[*] False Documents: Better chances of deception when sailing under false flags, reduced risk of detection in contraband deals
[/list]
[h3]Raiders[/h3]
[list]
[*] Hit and Run: Each fired broadside temporarily increases ship speed
[*] Plunder: Sinking ships by boarding restores hull and sail integrity (masts excluded)
[*] The Quick And The Dead: Reduces impact of piracy on nation relations
[*] Incendiary Shot: Stern and bow guns cause periodic damage on hit
[/list]
[h3]Warriors[/h3]
[list]
[*] Pivoting Carriages: Firing arc increased by 7 degrees
[*] Recoil System: Each consecutive broadside from the same side increases damage and reload speed by 6% up to 35%
[*] Fort Breaker: 15% fewer guns need to be destroyed to initiate fort assault
[*] War Paint: Increases ransom prices, quantity and quality of loot from colony raids, extortion, and captain prisoners
[/list]
A detailed description of the mechanics will be available upon hint.
[img]{STEAM_CLAN_IMAGE}/44649887/5b495c6ec3a3ac5c70c42493c3665071321a6890.png[/img]
Now you will be able to select a ship that more accurately aligns with your play style and is suitable for your specific tasks. These traits work only on the flagship, making it both interesting and beneficial to maintain a diverse fleet of ships for all occasions. Initially, it is planned to create 4-5 traits for each specialization, excluding universal ships. This will serve as a foundation for a large and engaging mechanic that can be enriched with content in the future.
As for the unique ships, I plan to continue the practice of fixing characteristics for them, so traits will also be fixed for unique ships.
[h2]Quest Ships[/h2]
Each quest ship has its own issues requiring individual attention. Some are underpowered, others overpowered, but quest ships still generally outperform most ships in their class - players invest much more effort to obtain them compared to generated ships.
However, while quest ships previously excelled in all aspects, the new logic is different - any specialized ship has multiple compromises, while quest ships have fewer. This means that even when using quest ships, you'll always have a chance to find a generated ship that's better suited to your playstyle.
Let's examine each quest ship in detail:
[h3]Pink "Principio" [/h3]
[b]Problem:[/b]
Offers little value beyond being an interesting reference. Obtaining it requires considerable skill, even when completing the quest early, and players usually get it when it's no longer relevant.
[b]Solution:[/b]
[spoiler] Moved to rate 4 with appropriate stats in the Warrior subclass. Provides a good early-mid game ship for free play, similar to the free play Gambit reward.[/spoiler]
[h3]Mayfeng, Mirage, Valkyrie [/h3]
[b]Problem:[/b]
Excessive stats, especially speed, and oversized crews make these Dutch Gambit rewards overpowered and bland - they lack weaknesses and outperform everything in their rate.
[b]Solution:[/b]
[spoiler]Rebalanced according to specializations:
Mayfeng: More balanced Raider
Mirage: Warrior vessel
Valkyrie: Valuable non-specialized ship[/spoiler]
[h3]Chimera [/h3]
[b]Problem: [/b]
Severely overpowered, overshadowing all rate 4 and 3 ships. Community considers it the only worthwhile reward for completing the English Gambit.
[b]Solution:[/b]
[spoiler]Moved to rate 3 as an improved Mirage with increased crew and armament, becoming a solid quest Raider.[/spoiler]
[h3]Torero[/h3]
[b]Problem:[/b]
Relevance issues were addressed with extremely inflated characteristics, especially crew and sailing qualities.
[b]Solution:[/b]
[spoiler]Rebalanced as a Warrior polacre, with smoothed-out disadvantages typical of military ships in its class. Provides an early frigate-like option in rate 3.[/spoiler]
[h3]Griffondor [/h3]
[b]Problem:[/b]
Despite high stats, it's functionally useless due to late acquisition.
[b]Solution:[/b]
[spoiler]Moved to rate 2 as a Raider, renamed to Heavy Corvette. Its armament and sailing qualities make it relevant in late game.[/spoiler]
[h3]El Cazador [/h3]
[b]Problem:[/b]
Unrealistic speed for its armament and size; cargo capacity exceeding higher-rate traders.
[b]Solution:[/b]
[spoiler]Moved to rate 2 as a Warrior vessel, becoming a lighter version of a heavy galleon with more balanced sailing qualities.
With the altered movements, this opponent will no longer be an inevitable threat—he will remain a valuable optional prize for particularly daring captains. However, by avoiding confrontation, he will be available as an optional pursuing boss, should the player choose to face him fully armed.
For the captains of free play who particularly annoy the Spaniards, attention from El Cazador may become an unwelcome surprise.[/spoiler]
[h3]Fortune [/h3]
[b]Problem:[/b]
Extremely inflated stats, especially crew size, to maintain relevance.
[b]Solution:[/b]
[spoiler]Minimal nerfs considering community feedback and acquisition timing. Remains in rate 2, serving as a good upgrade from the Griffondor for Raider-focused players.[/spoiler]
[h3]Caleuche(Flying Heart) [/h3]
[b]Problem:[/b]
Requires excessive navigation skills relative to its stats, making it practically useless without exploits.
[b]Solution:[/b]
[spoiler]Moved to rate 2 as a Warrior, renamed to Line Galleon. Becomes a good late-game ship with minor disadvantages in sailing and cargo space. Significantly strengthens after restoration.[/spoiler]
[h3]Eclyaton [/h3]
[b]Problem:[/b]
Unrealistic sailing qualities for its size, armament, and crew.
[b]Solution:[/b]
[spoiler]Remains the fastest class 1 ship, though affected by the general speed reduction in its class.[/spoiler]
This rebalance aims to create more meaningful choices while preserving the special nature of quest ships. Each vessel now has its own role and trade-offs, encouraging players to maintain diverse fleets and adapt their strategy based on their current objectives.
And... that's all for today! Happy new year and I will see you soon - we have a lot to show you in the coming year!
:jollyr: