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Buccaneers! News

Patch 1.0.09 Released: New Weapons, Combat Improvements and More!

Fellow swashbucklers,

Another big update is now live, featuring major improvements for melee and ranged combat! We’ve added several new weapons including the much-requested Musket, and we’ve made swords and guns more varied and satisfying to use. Read on for the full details!

Buccaneers! Version 1.0.09

New Features
- Added a parrying mechanic to melee combat which allows you to temporarily stun enemies, increasing melee damage against them. To trigger a parry, perform the following action after an enemy starts swinging their weapon, but before their attack hits you:
- > Non-VR mode: Press the “Block” button (holding the button before the attack starts results in a regular block).
- > VR mode: Move your weapon forwards to intercept the enemy’s blade (holding it steady results in a regular block).

- All melee weapons now have a “Parry” stat which indicates how easy it is to trigger a parry with it. A higher value allows you to trigger a parry earlier in the enemy’s attack animation.
- The weapon loadout chest has been added to all cabins, allowing you to change your equipped weapons without visiting a blacksmith.

Changes
- Blocking melee attacks now absorbs a percentage of the damage instead of negating it completely (but parrying blocks all damage). All melee weapons now have a “Block” stat which indicates the percentage of damage they absorb.
- You now need to hold down the Block button to block with a sword instead of pressing it, so you can block for as long as you want.
- Pistols and heavy weapons no longer auto-reload after firing; you can now trigger this manually by pressing the Fire button again.

- Added new weapons:
- > Musket (Common) - Long range, single-shot heavy weapon with a bayonet melee attack.
- > Cutlass (Common) - Sword with 4-foot reach, medium damage, slow swing speed, high block and medium parry.
- > Falchion (Rare) - Sword with 4-foot reach, high damage, very slow swing speed, medium block and low parry.
- > Double-Barrelled Pistol (Rare) - Ranged weapon with two barrels that functions like the Pepper-box, but with higher range, damage and accuracy.
- > Sabre (Exotic) - Sword with 4-foot reach, medium damage and swing speed, very high block and low parry.
- > Nock Gun (Exotic) - Seven-barrelled heavy weapon that fires all barrels at once, dealing very high damage at medium range, but has a long reload time.

- Rebalanced some existing weapons:
- > Rapier - Reduced damage, increased swing speed and increased reach to 5 feet (this was previously reported incorrectly as 4 feet, but was closer to 5). It also has low block and high parry stats, and is now Rare with a higher purchase cost.
- > Dagger - Increased swing speed and allowed blocking as the secondary action. It has very low block and high parry stats.
- > Flintlock Pistol - Increased damage so fewer shots are required to kill tougher enemies.
- > Pepper-box - Increased reload time to 5.5 seconds (was 4 seconds).
- > Blunderbuss - Increased purchase cost to 1,750 DB (was 1,000 DB).

- Changed the starting loadout in the prologue quest to give you a Rapier, Double-Barrelled Pistol and Musket.
- While playing the prologue quest, you can no longer purchase small or medium weapons above Rare or large weapons above Common quality.
- The sword you pick up during the prison escape is now a Cutlass instead of a Rapier.
- Added archery-style targets to the blacksmiths which show bullet holes on impact.
- Added new weapon textures and updated some existing ones, giving the Blunderbuss and Rapier different textures to make them more visually unique.
- Removed the “lunge” swing from melee attacks and made it easier to chain swings together for more fluid animations.
- Player ranged attacks now play hit sounds on impact, including a separate sound for headshots.
- Added new firing/melee sound effects for some weapons to make them more distinctive.
- Pistol and heavy weapon ranges have been rounded up/down to more sensible numbers where applicable (e.g. Flintlock Pistol’s range is now 50 feet instead of 49).
- Weapons in the loadout chest are now sorted by size and rarity.
- NPC health bars now reposition to match the camera height in close quarters for better visibility.
- Increased starting funds (after the prologue quest) to 2,000 DB.
- Added reward funds for some quest objectives in “Trial by Fire” and “The Hunt”.
- Merged the “Show ship” controller hotkey with “Set sail/stop” on the world map, as the two actions are never active at the same time. Both now use the “X” button.
- Added a controller hotkey for the “Set Destination” and “Dock” functions on the world map (both use the “Y” button).
- If a ship gets reduced to zero crew, it can now be boarded without being dismasted.
- Weapon pick-up sound effects no longer play when browsing the loadout chest.
- Improved ambient sound effects at sea, in the cabin and in blacksmiths.
- [VR] Adjusted the minimum time between melee attacks on all weapons to more closely match non-VR damage-per-second.
- [VR] Removed the “half damage” swing threshold for melee attacks, so you can now do full damage with slower swings.
- [VR] Weapons now have bespoke holster models, and holsters are now visible on your chest when you have the required ability.
- [VR] The post-battle UI now appears in front of objects and quest notifications to avoid being obscured.
- [VR] Subtitles now appear in front of objects for better readability.
- [Debugging] If the game experiences an error but doesn’t crash, it will now save a separate log file when you quit the game. This will help us debug some issues even if you don’t have a save file to send us.

Fixes
- Fixed a quest generation bug that sometimes prevented Act 2 (The Hunt) from starting.
- > IMPORTANT: If you experienced this bug, follow the instructions in the workaround below to restart Act 2 in an existing save.
- Fixed the world map UI becoming unresponsive when using a controller if the player keeps moving before the camera transition completes.
- Fixed the bribe amount slider not being selectable with a controller.
- Fixed the cannon reload indicators going down if the cannons are fully loaded while the ship takes crew losses.
- Fixed the player ship’s health bar not appearing at the start of a random encounter in sailing mode.
- Fixed the player remaining crouched when returning to the helm if they were crouched when boarding ended.
- Ships stolen from harbours should no longer auto-repair after battles.
- NPC melee attacks should no longer hit you if you move out of melee range before the animation completes.
- Fixed melee attacks sometimes not hitting the intended target when multiple targets are grouped together in close quarters.
- Fixed NPCs sometimes teleporting onto your ship when you join a boarding fight which is already in progress.
- Fixed the weapon pick-up sounds not playing when equipping weapons at the start of “A Way Out”.
- Fixed ship colliders not being positioned correctly during boarding; these should now prevent other ships from clipping through in mid-boarding.
- Fixed the target ship in a treasure fleet being duplicated for the ship battle.
- [VR] Fixed holsters not highlighting when trying to equip weapons at the start of “A Way Out”.
- [VR] Fixed heavy weapons sometimes not entering their holster when dropped into it.
- [VR] Fixed press-and-hold not working for boarding and disengage inputs with Vive wands.
- [VR] Fixed the remaining crew indicators appearing too low on Three-Deckers while boarding them.

Act 2 Bug Workaround
If you completed Act 1 (Trial by Fire) but do not have Act 2 (The Hunt) in your quest log, follow these steps to force it to start:
1. Load the Main Menu and make sure you are running version 1.0.09.
2. Load a save from after you completed Act 1.
3. Open your quest log and make sure it is empty. If you have any active quests such as bounties, either complete these or abandon them first.
4. While your quest log is open, press Ctrl+Shift+Z and “The Hunt” will be added to it. This will not work again after you successfully complete the quest.

DISCLAIMER: If you trigger this workaround in a save where you have completed the entire story, you may encounter some unexpected behaviour. You should only use this for saves where Act 2 failed to start.

Happy pirating! 🏴‍☠️

Trading Cards Available Now

[h3]Fellow swashbucklers,[/h3]

If you love collecting things, we have good news! You can now earn Steam Trading Cards by playing Buccaneers! - plundering loot doesn’t get any easier than that!



We’ve created a full set of cards and other items for you to collect, including:
- 6 trading cards featuring ships from the game
- 5 emoticons to give your messages some piratey flavour
- 3 backgrounds to add some nautical decor to your profile

If you’re looking to expand your collection but don’t yet have the game, you can now get it for 25% off for a limited time.

We hope you have fun swapping cards and tales of your adventures with your fellow shipmates!

Happy pirating! 🏴‍☠️

Buccaneers! is Verified on Steam Deck

Fellow swashbucklers,

We're delighted to announce that Buccaneers! is now officially verified on Steam Deck! 🥳

This means the game runs great out of the box with no graphics tweaks required, and all the controls work as expected. We've made sure the game supports aiming with the touchpad and gyro controls as well, so you have more options to play how you want.

If any of you have a Steam Deck or are planning to get one, we'd love to hear about your experiences with the game!

Enjoy swashbuckling on the go, me hearteys! 🏴‍☠️

Patch 1.0.08 Released: New Achievements, Model Updates and more!

Fellow swashbucklers,

We’ve released a minor update which adds new achievements, new model details and more bug fixes! Here’s the full list of changes:

Buccaneers! Version 1.0.08

Changes
- Added achievements for conquering the entire map as each faction. If you have a save in which you have already done this, loading that save will unlock the achievement for your faction.
- If you go beyond the map boundaries or get stuck in an island in open world sailing and return to your cabin, your ship’s position will now be moved to the nearest point on the map. This prevents World Map travel from breaking.
- Added new rigging details to the Two-Decker and Three-Decker.
- Replaced the “Rogue” faction flag with a new design to make it more unique.
- Crew starvation rate now gets reset when docking at any town, so you no longer lose your entire crew after one day if you set sail with no rations.

Fixes
- Fixed the merchant UI not showing correctly in Saint John’s and Bridgetown.
- Fixed missing/outdated Russian translations for some player abilities.
- Fixed the sabotage option not working correctly after bribing tavern keepers in enemy towns.
- Fixed ship notoriety not showing more than three stars in the Fleet Status menu.

Happy pirating! 🏴‍☠️

Patch 1.0.07 Released: Big UI Improvements, AI fixes and more!

Fellow swashbucklers,

We’ve just released our biggest update yet, with a whole host of fixes and improvements for AI, UI and more! There’s a lot to cover, so without further ado, here are the details:

Buccaneers! Version 1.0.07

Changes
- The number of campaign save slots has been increased to 10.
- Ships now have coloured name banners (blue for allies, red for enemies) in ship battles.
- The armour points on ships and forts are now displayed with a number on a single icon (instead of showing one icon per point) in ship battles..
- Allied ships now show an icon for their current orders next to their name banner in ship battles.
- Added an hourglass icon to represent “temporary” ships added to your fleet as part of a quest.
- You now receive a legendary reward at the end of “The Hunt” as intended.
- Legendary cannons that are pre-installed on some quest ships now show a lock icon in the shipyard if you have not unlocked those cannons for use on other ships.
- When AI ships complete boarding without player intervention, they now try to transfer enough crew over to captured prizes to keep them well-manned, as long as their own ships remain well-manned.
- Added a button to transfer crew between ships before the Loot screen after a ship battle.
- AI ships will now attempt to put out fires over time as long as they haven’t been hit recently. This also means they are less likely to reach the highest fire severity (🔥🔥🔥), so the base chance of exploding (which only happens at max severity) has been slightly increased to compensate.
- The locations and number of days remaining are now shown in the Intrigue purchase UI.
- The Intrigue and Abilities tab buttons in the Captain’s Log now show red notification dots when you have unread Intrigues or unspent Ability Points, respectively.
- Improved visibility from the deck of the Brig.
- If you have conquered most or some of the map before completing the main story quest, the AI will now recapture towns where appropriate if you continue the quest, allowing it to progress correctly.
- Moved the attacking ship spawn points further away from San Juan fort.
- Fort cannon sound effects are now louder and can be heard from further away, making them consistent with ship cannons.
- Disabled the land-facing gun battery on Clarence Town’s fort and added a standalone battery on the other side of the harbour to compensate.
- Minor updates for Russian and Simplified Chinese translations.
- [VR] Increased the size of the interaction zone for climbing the ladders on Two-Deckers and Three-Deckers to prevent you getting stuck if you climb towards the side of the ship.
- [Steam] An on-screen keyboard now appears when selecting a text input field with a controller. (Please note: This only works in Steam Big Picture mode.)

Fixes
- Fixed the target height of several forts’ gun batteries being set incorrectly, causing the AI to aim too high or low.
- Fixed AI ships firing through land to hit forts.
- Fixed AI ships sometimes trying to sink nearby ships when their orders are set to “Capture” and their closest target is a fort.
- Fixed controller navigation sometimes getting stuck when using the dropdowns in the cargo transfer menus.
- Fixed controller navigation not behaving as expected in the Merchant UI.
- Fixed incorrect walkable area when the scaffolding is not present in a shipyard during a sabotage attempt.
- Fixed minor model and lighting issues in the large shipyard.
- Fixed an exploit that allowed you to install legendary cannons that you haven’t unlocked onto other ships in your fleet.
- Fixed the “Wait until night/morning” interaction not updating its text immediately after using it.
- Fixed the “Wait until night/morning” interaction skipping to night later that day if the current time is between midnight and 6am (which still counts as “night”).
- Fixed quest markers not being removed when a quest ends or is failed while using the World Map.
- Prevented some quests with a town size requirement from including factions in their search if the factions don’t own a town of the right size.
- Fixed fort health and armour not resetting and defending ships not respawning when restarting a fort battle.
- Fixed captured ships not appearing as prizes after a fort battle.
- Fixed camera movement not being disabled during the fade to the “Defeat” screen when the player’s ship sinks.
- Fixed treasure fleet encounters sometimes spawning the wrong support ships if you had multiple treasure fleet quests active.
- Fixed shoreline effects not showing on the beach in some small harbours.
- Fixed defending fleets not being updated when the AI conquers a town.
- Armour-piercing rounds are now aligned correctly when firing.
- Fixed a crash that sometimes occurs when starting a new game with the prologue quest enabled after loading a late-game save.
- Fixed active Intrigues persisting when starting a new game after loading a previous save.
- [VR] Fixed climbing direction not syncing up with the play area rotation setting.
- [VR] Fixed the ship name button being hard to select in the shipyard menu.

Happy pirating! 🏴‍☠️