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  3. Patch 1.4 and New DLC — OUT NOW

Patch 1.4 and New DLC — OUT NOW

[h2]Ahoy![/h2]

[h3]What's New:[/h3]
  • Major Sale Begins — Grab Caribbean Legend at half price!
  • Ships Pack: Part 2 DLC has set sail.
  • Patch 1.4 has left beta and is now live for everyone.
  • Plenty of new features and bug fixes included.
  • No need to start a new game.

[h2]Ships Pack: Part 2[/h2]
Grab the DLC, and enjoy an exciting story with plenty of loot!

https://store.steampowered.com/app/3549890/Caribbean_Legend__Ships_Pack_Part_2/

For those who haven't been following along, the Ships Pack series features legendary captains and vessels of the Caribbean, all interconnected through one tragic and rather terrifying storyline. Once the fifth and final Ships Pack releases, the complete saga will be revealed.

[h3]What's Included:[/h3]
  • A brand new global map event available in both story and free play modes
  • Albert Blackwood's visits to French ports across the Lesser Antilles, where you can gather rumors and encounter the captain himself
  • Unique items – including a legendary arquebus and a useful talisman
  • An epic battle against a seasoned military commander and his loyal crew
  • A fast and powerful snow ship with unique effects
  • Five new achievements to unlock

[h3]Playthrough Tips:[/h3]
  • The arquebus can be upgraded – search for parts in treasure chests
  • Blackwood cannot be intercepted at sea
  • The boss fight is designed for characters at least level 10 with decent equipment, shooting skills, and officers


https://youtu.be/gK0jZaD3cXw?si=4w7wQD5c5H2uvYQ_

[h2]Patch 1.4[/h2]
No need to start a new game, and for those who prefer to stay on 1.3.5 - it will always remain available in a separate branch.

We've discussed 1.4 in detail in previous updates; it includes many features that were originally planned for 1.5. Most importantly - no more tank controls, 4 new localizations (still in beta), and a wave of content and features.

Bad news for beta testers: I'm afraid you'll need to read through the change list once more - it's grown quite a bit over the past two weeks. ːrofl_pirateː

Details below.

[h3]What's New:[/h3]
  • New Snow Ship Model
    Since we've added a unique snow in the Ships Pack: Part 2 DLC, it would be strange not to update the common snow ship as well. Completely redesigned model with several skins to choose from. Snow ships frequently appear in caravans, so this will definitely breathe new life into the game.



  • Controls 1.0
    In short: the new control system is ready in its basic form. You can now move along all axes, switch to sprint, jump with weapons in hand, aim manually, have full camera control, and break through enemy formations. If you haven't seen the video below, check it out - though the current in-game version is already much more refined.

    https://www.youtube.com/watch?v=I2RROaiNY9c

    The development of the new control system cost a lot of money and man-hours, but I'd gladly invest just as much again - I'm really eager to see Controls 2.0. We've sorted out the shooting. Time to tackle fencing? And gamepad support is now on the table too.

    Based on beta feedback, we've fixed numerous bugs and issues.

    Everything comes at a price: Helen McArthur is temporarily unavailable as a main character.

  • Weapon Switching While Moving
    You can now draw and put away weapons, switch between musket and saber while on the move. Seems like a small thing, but it fundamentally changes the gameplay. With this addition, the controls have finally become fully dynamic, and it really shines in the new boarding scenes where players can combine jumps, aiming, pushing, and quick switching between musket and melee weapons.

  • Dynamic Crosshair
    Aiming with handheld firearms is now more dynamic. The crosshair highlights when you're aiming, hitting, and eliminating enemies.

  • Camera Sensitivity No Longer Depends on Frame Rate
    An old problem that caused jerky camera movement and stuttering visuals. Now aiming and camera movement are much smoother, even in acceleration mode.

    If your mouse sensitivity differs significantly from the standard 1600 DPI, we recommend adjusting the camera in the new settings.

  • Improved Key Rebinding
    For Steam players, having full control over key bindings is crucial. Not to mention left-handed players who literally struggled to play our game. While I can't say development in this area is completely finished, I hope the control customization now meets modern standards and player expectations.

  • Improved German Localization (beta)
  • Added Spanish, French, and Polish Localizations (beta)
    I'm not ready to announce official support for these languages yet, but work on localizations continues. For example, people are already actively working on Italian, Hungarian, and Ukrainian translations. It's a long process, and all participants in this Discord server are heroes. Join in if you'd like to help.

    Over the past two weeks, the translations have been significantly improved. Please remember that the game does not yet officially support these new languages, and work on them continues.

  • Spanish Voice Acting Added
    What can I say - bravo to Jtem and the Spanish translation team. Best community in the world. Thank you, muchachos.

  • New Grapeshot Logic
    How did it work before? Players would target one enemy, and if grapeshot was loaded, all enemies around the target would take damage. Now the grapeshot actually fires pellets. We've added spread parameters and the number of projectiles per load. By using different weapons and ammunition, you can either cover the entire deck or turn your swivel gun into a proper "trench sweeper" by sending dozens of pellets at a single enemy right in front of you. Interestingly, during testing, we replaced the pellets with church candles to make it easier to track pellet spread and test the mechanics. As a result, by the end of battle, every battlefield started to look like a church.



  • Another Boarding Scene
    We've added a Corvette VS Pinnace scene that triggers when at least one of the boarding participants is a third-rate merchant ship. With this, the 5th, 4th, and 3rd rates are complete, and we're taking a break from boarding scenes. We have big plans for the second and first rates, and those ships take longer to create. By that time, I hope the controls will have evolved enough that we can implement full vertical gameplay, fortification assaults, and turn the large ship scenes into proper battlefields.

  • New Charles de Maure Model
    The realization that we urgently needed new models for the main characters hit me exactly when I saw how terrible everything looked up close during aiming. Moreover, all the equipment (armor, weapons, hats) is made in very high quality, making the old, blurry main character model really stand out. And frankly, we're tired of that green coat with cuffs. Future plans include clothing changes, customization options, and new models for Willie, Diego, and Helen.

  • Hats
    Adding hats and helmets has been on our wishlist for a long time. The game really needed another category of loot and additional character customization. You can find hats through the story, but most can be discovered in treasure chests. Some hats have very powerful bonuses, but don't limit yourself. Fashion rules the world. Wear what you like. In the future, I hope we can add belts and helmets. Then you'll be able to fully customize your characters. I think that's important. The bad news: for now, only Charles and Diego can visibly wear hats.

    Beta testers suggested a great idea, so Charlie Prince's hat is now given to the player during the pirate drinking session as a gift from Marcus Tirex and his gang.

  • Treasure System Overhaul
    The contents of treasure chests now resemble what a real person might have hidden, and they drop with more fair randomization. Level up your luck skill, make treasure hunting your profession - and the game will reward you. Free play mode enthusiasts are especially lucky: you can now obtain all story mode rewards through treasures. Kirill explained the mechanics in detail in his latest dev diary. In short - treasures have become significantly more valuable.

    After reviewing your beta feedback, we've doubled the number of notes in treasures, improved balance and progression, removed unnecessary half-maps from the game, and prohibited their activation when a complete map is already in the inventory.

    https://store.steampowered.com/news/app/2230980/view/525336841073722793?l=english
  • New Port Royal
    Creating locations on this engine, especially open ones, is hellish work. That's why I sincerely thank karlik.nos for helping us progress with updating colonial capitals in the game. We adapted his work to match the game's style and finally released it. Two more to go: Havana and Capsterville.

  • New Interior
    We've added another location - a wine cellar. It was originally planned for one of the new scenes in 1.5, but we found use for it now. A small thing, but nice.

  • "Mystery of Port Royal" Event
  • "Mystery of Willemstad" Event
    Locations should not only look decent and service the player and their ship but also tell stories. Until recently, there wasn't much to explore in the game. We're starting to fix that. Next up - Le François and Saint-Pierre.

    Thanks to your feedback, we completely rewrote Port Royal's story and improved the hints in Willemstad. "Mystery of Port Royal" now also gets a unique reaction from one of the hero's officers.

  • Bulk Purchase of Strategic Goods
    If you've leveled up your trading skill, need lignum vitae, silk, ropes, or pitch, but don't have time, try negotiating with suppliers for large shipments and become a partner. Now it makes sense to return for each delivery on a specific day of the month.

  • Complete Overhaul of Special Effects
    A new direction in our work. We've redesigned from scratch the effects for smoke, fire, explosions, blood, magic - almost everything. The old effects were from 2008, had only 4 frames, and a resolution of 512x512. The new ones have 16 frames and 2K resolution. There's still a lot of work to be done on fine-tuning and optimization, but I like the first version. It's a great way to improve the game's graphics and enhance combat visuals.

    Following the beta, we significantly improved the effects. The game now has truly impressive fire and smoke.



  • Improved Interior Graphics
  • Texture Refinements
  • Lighting Improvements
    This workfront never stops. We're gradually refining various textures, adjusting ambient occlusion (AO) in interiors, improving lighting, and removing glare. Small steps, but the game is becoming more beautiful with each patch.

  • New Hand Firearm Sounds
    We've improved shooting so significantly that it not only became overpowered but also demanded special attention. We've replaced all the shooting sounds: from loading to firing.

    Additionally, the final 1.4 version includes all new weapon, cannon, and battle sounds. Combat has become much more lively.

  • Improved Body Searching
    More convenient looting, especially for the new control system. When attempting to search an "empty" body, you'll get a quick and unobtrusive notification without opening the exchange window.

  • Removed Camera Restrictions in Boarding Scenes
    Since we've finally replaced most of the boarding decks in the game, we can now afford the luxury of disabling camera restrictions during boarding. Just don't look up on the first and second-rank boarding decks. All for the better: one day we'll place sharpshooters on the fighting tops.

  • 14 New Achievements

  • Steam Workshop Button in the Main Menu

  • Various Fixes
    Bugs, spelling, crashes, exploits, refinements. There won't be a list - we still have chaos in this department. But I can say with certainty: today is better than yesterday, and tomorrow will be better than today.
    Important note: added migration support for mod creators. Now you can configure your content so it doesn't require starting a new game.

    We've fixed beta errors too. For example, the inability to complete FtJR questline and stuck port carriers.


And... that's it for the day. Buy the DLC, leave reviews as blue as the Caribbean Sea, and collect all the notes in treasures. Thank you for playing! And my personal huge thanks to beta testers, translators, and mod creators.

See you at sea.
ːjollyrː