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Combat System in RPG Mode in the Corsairs Legacy Game

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It's been five months since the Corsairs Legacy demo was released on Steam. Preparations for the first game release are in full swing, and we would like to share our work with the ground combat system during this time.

First of all, the combat strategy will differ depending on the difficulty level the player chooses. The higher the difficulty level, the more important it will be to reduce the size of the enemy crew before boarding to have a realistic chance to take the ship.

Compared to the demo version, fewer strikes will be required to defeat a single enemy. The amount of the protagonist's health has also been increased so that one combo with several strikes in a row from the enemy does not kill the protagonist.

So, the game has combo attacks that have already been implemented in the demo and have been significantly improved in recent months. They are available to both the protagonist and NPCs. Each of the three types of attacks has three levels. The first attack in the combo is a normal attack, the second attack continues the combo, and the third attack deals increased damage. The main advantage of combo attacks is the opportunity to deal more damage to the enemy per unit of time.

When you use the same attack type against enemies, NPCs adapt and try to choose a strategy to counteract the same kind of attack. Therefore, combos can be realized through different types of attacks.

For example, we strike a regular fast attack and then a strong attack. If we don't get the combo knocked down by a riposte, shot, or parry, then the second attack, in this case, a strong, will be a combo. Then, if we hit again with a fast attack, there will be the strongest fast attack combo. The fourth attack will again be a regular attack, the fifth one will be a combo, and the sixth will be the strongest combo of the type of attack you are using the opponent with.

Now a few words about the shooting. You can shoot in combat if you have a pistol in your inventory. We've improved the target selection system, added a cursor for aiming, and animated the arms tilt. We also tested moving while aiming, but we saw that such improvements require a significant amount of time to implement new animations, so we left this task for the future.



After the shot is fired, the reloading starts, which is visible on the player's screen. It is specially made barely noticeable so as not to distract from the battle with the enemy. The recharge indicator becomes brighter if you try to make another shot before the reload is complete. You can right-click to cancel the shot if you decide not to shoot during the aiming phase.

Many have noted that in the demo, the damage from a pistol is always the same. Now it depends on the characteristics of the pistol and, with a certain chance, critical damage can be inflicted. In the future, we want to implement increased damage for hitting the vital organs of the enemy. Currently, this logic has not been implemented yet, and the damage will not depend on the part of the body that the player hit.

Critical damage has been added to all types of attacks and is displayed in red. An important tactical change in combat is moving during blocking. Now the player has a greater variety of actions in battle by combining the logic of movement and block. Also, for comfortable use of potions, it can be used while moving. Thus, there is no longer a need to run far away from enemies so that they cannot approach and interrupt healing because the player cannot move.



We've also added corpse looting. When looking through the belongings of defeated NPCs, you can find the same saber and pistol that the NPC was fighting with in life, as well as ammo, healing potions, and money. During the battle, the NPC can make only 1 shot, just like in reality: 1 pistol - 1 shot. Therefore, when looting enemies with firearms, the player has a high probability of replenishing their supply of bullets and gunpowder. 

Initially, we tied looting to the "F" button and made it active only outside of combat mode. During testing, we noticed that it's convenient to be able to find healing potions or extra bullets during a battle, so now looting is also possible in combat. To avoid situations where the enemy corpse is lying near an active item, door, or active NPC, and there is no confusion about whether the player wants to loot the enemy or perform an action, we have dedicated a separate key for looting. Also, if the corpse has no items left, it can't be looted.

At the same time, you shouldn't mindlessly take everything from defeated enemies. In case of overloading, the game character will not be able to run until the player removes unnecessary items from the inventory. The game character can carry up to 100 pounds of equipment without penalty



We have already added a battle with the captain in his cabin. After winning, you can find new useful items in the chests or on the body of the deceased captain. Each type of ship has its own unique captain's cabin that matches the appearance of the ship. We also finalized the number of boarding scenes. In the new devlog video, you can see a new boarding scene that was not available in the Steam demo.

Muskets have also been added to the game. It is now possible to switch from the saber+pistol combat mode to a rifle if it is worn by a character in the inventory. We have a lot of plans for the use of musketry, but everything comes in due time.

Now it's time to share your impressions of the update in the comments for the new devlog on YouTube. Don't forget to register on the Corsairs Legacy website to be the first to know about the game's release.

Official Corsairs Legacy YouTube Channel: https://www.youtube.com/channel/UCtvxcqkgrIC3fHpSpKSeMnA/

🔴 Corsairs Legacy: Presentation of the Demo Version

To give everyone a chance to test the current state of development, we have released a demo version of Corsairs Legacy on Steam, which you can download right now and try out the current version of the game. We want to get detailed feedback on the current state of the mechanics shown so that we can finalize them before the release of our first Corsairs Legacy game.

If you want to help the game get more players, please keep our game page open during the festival and share it with your friends.

Everyone who uses the feedback form in the build and sends us their feedback will receive a digital bonus to the game by email at the time of release.

Thank you and enjoy watching!

🔴 Corsairs Legacy: Presentation of the Demo Version

To give everyone a chance to test the current state of development, we have released a demo version of Corsairs Legacy on Steam, which you can download right now and try out the current version of the game. We want to get detailed feedback on the current state of the mechanics shown so that we can finalize them before the release of our first Corsairs Legacy game.

If you want to help the game get more players, please keep our game page open during the festival and share it with your friends.

Everyone who uses the feedback form in the build and sends us their feedback will receive a digital bonus to the game by email at the time of release.

Thank you and enjoy watching!

Corsairs Legacy Demo is Available Now!

[previewyoutube][/previewyoutube]
The Steam Demo Festival kicks off today, February 6th, and Corsairs Legacy is taking part in the festival. We have already updated our game page on Steam and opened access to the demo. Also, we launched a stream that will be looped online for all 7 days of the festival, where we talk about our future plans, big changes that have occurred with the team and the project after February 24, 2022, as well as about the current realities of the team.

We have posted a demo version of the game where you can try out sea battle and boarding. Before the start of the Steam festival, we did not have time to make all the planned changes, including comments under the trailer itself. Nevertheless, some of the audience's wishes have already been finalized and considered in the available version.

A demo of the game is available on the main Corsairs Legacy game page on Steam. Previously, a separate Steam page was posted for the upcoming free version called Corsairs Legacy: Prologue. In the future, one of the Corsairs Legacy versions will definitely be released on this page, so be sure to add it to your wishlist if you haven't already.

The main purpose of the demo is to get feedback from the audience about the current implementation of the game mechanics and take it into account in future releases. We will be grateful for the most detailed feedback, which you can leave through the feedback form in the game, on the website, or in the comments under the new devlog video on YouTube.

It depends on your support and feedback on how much the game will be able to attract an additional audience, and how much it will meet the wishes of pirate games fans. If you have friends and acquaintances who might be interested in our game — please share with them a link to the Corsairs Legacy game page on Steam.

If you'd like to help with the project, please keep the Corsairs Legacy game page tab open on Steam for as long as possible. The first two days of the festival are very important. A high level of online participation in our broadcast will help get additional viewers, thereby increasing our community. We will prepare a localized version of the stream as a separate video for the Corsairs Legacy YouTube channel.

https://store.steampowered.com/app/1594880/

https://store.steampowered.com/app/1852510/Corsairs_Legacy_Prologue/

Corsairs Legacy New 4K 60 fps Gameplay Trailer Released

Today we released a 4K 60 fps naval battle and boarding gameplay trailer of Corsairs Legacy. In the trailer, we showed gameplay in the current state of development, namely the battle with the British.

We plan to reveal more exclusive content at the Steam Game Demo Festival on February 6, 2023.

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Naval battle with French: https://www.youtube.com/watch?v=ZBnEewT_ALo 

Naval battle with Spaniards: https://www.youtube.com/watch?v=h-VJ0stVUPA