1. Caribbean Legend
  2. News

Caribbean Legend News

GD Notes #1. Ships.

[h2]Happy New Year![/h2]

[hr][/hr]
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!
-Joruba, BlackMark Studio Game Director

[hr][/hr]
Don't mind the frog. It has a crucial lore behind it and has earned every right to be here.

[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.

Let's begin with a brief intro.

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.

All images in this article are test variations currently in development. The specific visuals, descriptions, figures, and layout of elements may change significantly.

The game will reflect this through both characteristics and traits (more on these below), dividing ships into 4 groups:
  • Non-Specialized Ships.
    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

  • Traders
    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

  • Raiders
    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.

  • Warriors
    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.


Of course, ship traits and subclasses can be obeserved in any ship-related window.

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.

More examples:
  • 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

[h2]Global Balance[/h2]
Beyond individual adjustments, there are several universal changes affecting all ships:

  • 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.

[h2]The Complete Balance Sheet[/h2]
You can view every stat, number and change here.

[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.


Here are some examples (specific numbers and mechanics may change significantly)::

[h3]Traders[/h3]
  • 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

[h3]Raiders[/h3]
  • 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

[h3]Warriors[/h3]
  • 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

A detailed description of the mechanics will be available upon hint.



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]

Problem:

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.

Solution:

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.

[h3]Mayfeng, Mirage, Valkyrie [/h3]

Problem:

Excessive stats, especially speed, and oversized crews make these Dutch Gambit rewards overpowered and bland - they lack weaknesses and outperform everything in their rate.

Solution:

Rebalanced according to specializations:
Mayfeng: More balanced Raider
Mirage: Warrior vessel
Valkyrie: Valuable non-specialized ship


[h3]Chimera [/h3]

Problem:

Severely overpowered, overshadowing all rate 4 and 3 ships. Community considers it the only worthwhile reward for completing the English Gambit.

Solution:

Moved to rate 3 as an improved Mirage with increased crew and armament, becoming a solid quest Raider.

[h3]Torero[/h3]

Problem:

Relevance issues were addressed with extremely inflated characteristics, especially crew and sailing qualities.

Solution:

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.

[h3]Griffondor [/h3]

Problem:

Despite high stats, it's functionally useless due to late acquisition.

Solution:

Moved to rate 2 as a Raider, renamed to Heavy Corvette. Its armament and sailing qualities make it relevant in late game.

[h3]El Cazador [/h3]

Problem:

Unrealistic speed for its armament and size; cargo capacity exceeding higher-rate traders.

Solution:

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.


[h3]Fortune [/h3]

Problem:

Extremely inflated stats, especially crew size, to maintain relevance.

Solution:

Minimal nerfs considering community feedback and acquisition timing. Remains in rate 2, serving as a good upgrade from the Griffondor for Raider-focused players.

[h3]Caleuche(Flying Heart) [/h3]

Problem:

Requires excessive navigation skills relative to its stats, making it practically useless without exploits.

Solution:

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.
[h3]Eclyaton [/h3]

Problem:

Unrealistic sailing qualities for its size, armament, and crew.

Solution:

Remains the fastest class 1 ship, though affected by the general speed reduction in its class.

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:

DLC AND 1.3.5 BETA — OUT NOW


[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.
[hr][/hr]
[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?

...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.

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!
[hr][/hr]
[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]

[h3]What's new:[/h3]

Engine
  • 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.
Content
  • 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.
Quests
  • 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


Balance
  • 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
Miscellaneous
  • 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
Fixes
  • 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


You are more than welcome to leave feedback and/or reports in a separate 1.3.5 thread.
[hr][/hr]
[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.
[hr][/hr]

And... that's all for today. Grab the DLC, post reviews as blue as the Caribbean Sea, enjoy the beta and see you on December 31st!

Happy holidays!
ːjollyrː



DLC and 1.3.5 Beta - COMING SOON



[h2]Ahoy![/h2]
We absolutely cannot leave our pirate community without regular content updates. Let's bid farewell to 2024 properly — keeping the Caribbean bustling until the next release.

[h3]Holiday Schedule:[/h3]
ːjollyrː December 28 - Ships Pack: Part One DLC release — more details below.
ːjollyrː Same day - 1.3.5 Beta launch. Also covered below.
ːjollyrː December 29 - First dev blog from our game designer. Topic: future ship balance.
ːjollyrː December 31 - Season's greetings and my personal year in review.
[hr][/hr]
[h3]Ships Pack[/h3]
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?

...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.

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/

Begin your adventure with the Royal Galleon "Santa Misericordia" — add it to your wishlist now!
[hr][/hr]
[h3]1.3.5 Beta[/h3]
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. You'll see new boarding decks, story improvements, and even several small but impressive graphical enhancements.



Don't let the "Beta" label concern you — in our view, this is a very stable version that significantly surpasses the current one. We simply wanted to treat you to a new portion of content for the New Year!

And... that's it for now. Wishlist the DLC and see you on Dec 28th!
ːjollyrː

Dev Diary VI

Ahoy!


Ahead of you lies eight full pages of the future 1.5 changelog. Let’s get straight to it — we wouldn’t want you dozing off halfway through.

By combining:
  • The results of our recent survey,
  • Feedback we've collected over the past six months,
  • A fresh perspective from our new game designer,
  • My own vision and conclusions from playtests...


...we’ve crafted an absolutely monstrous list of changes and re-evaluated our plans. Unlike previous patches, when we had to work at a breakneck pace, this time we’re ready to tease the planned content for patch 1.5 well in advance.

For now, it’s just a dry list of changes. Over the coming months, our new super talent, Kirill (Game Designer), will write several dev diaries detailing the most significant updates, complete with pretty pictures and maybe even some graphs — exactly how we all like it.

[hr][/hr]

[h2]Our Plans:[/h2]
  • Autumn Steam Sale - here we come!
  • Patch 1.5 will launch in spring 2025.
  • The patch will definitely require a new game start.
  • Approximately a month before the release, we’ll open public beta testing.
  • New controls and camera features might arrive earlier in a separate patch.
  • A truly major DLC will be released alongside 1.5.


[hr][/hr]

[h2]Fixing the "Tank Controls"[/h2]
The reigning champion of refunds and the primary reason for negative reviews — especially from players previously unfamiliar with the Sea Dogs series. Without a modern control scheme, there can be no new combat mechanics, proper gamepad support, or console releases.

We spent months searching for talent, finalizing technical specifications, and creating prototypes. Looking at the first results, I can confidently say — it was worth it. Even something seemingly ordinary, like sprinting, dramatically modernizes the game and finally eliminates the need for the horrific and immersion-breaking time acceleration. In short, tank controls will be history.

  • A new character control scheme inspired by Bannerlord.
  • A modern camera with smooth movement and tracking.
  • Sprinting.
  • Movement while blocking (this might not make it in time, nor will climbing in sieges or boarding).
  • Aiming firearms.
  • Shoving and pushing through enemies in combat.
Work in progress:
https://youtu.be/PEraXdkwRxk
https://youtu.be/YZll_6HPrO0
https://youtu.be/FDQQuzPEmpQ
[hr][/hr]

[h2]Content[/h2]
We continue expanding the game world with new activities while phasing out outdated location and ship models. One more year of work, and the Caribbean will be unrecognizable.



  • 20 random events — short stories about ordinary people, unrelated to the main plot, offering a glimpse into the Caribbean through the eyes of its many inhabitants.
  • Hats — a new category of loot and decoration, displayed on all heroes and officers.
  • New model for the galleon.
  • New model for the polacre.
  • New model for the "Cazador" — a ship of this caliber deserves better.
  • New models for both versions of the "Flying Heart", the players’ top choice.
  • Boarding decks:

    • Rate 4: schooner vs. flute.
    • Rate 3: corvette vs. polacre.
    • Rate 3: corvette vs. galleon.
  • A new Port Royal — thanks to the mega-talent Nikk.
  • Redone voice lines for ordinary NPCs and new lines for Tommy Irons.
  • More music.
  • Visible Leather Jacket armor.
  • New look for the League Suit armor.
  • New ship models on the global map.
  • New achievements.
  • Steam statuses — now your friends will always know what you're up to, even in the brothel (optional).




[hr][/hr]

[h2]Quality of Life[/h2]
This one never ends. Any improvement to first impressions, better tutorials, time-saving, or overall gaming comfort — the more, the better.

  • Complete overhaul of Martinique tutorial. We aim to get players out to sea faster, cutting down on endless dialogues on land.
  • Fast travel between settlements — look for guides at the gates.
  • Ship speed (global map, exploration, combat) now has minimum thresholds. This prevents struggles against unfavorable wind, which only leads to frustrations and reloads.
  • Indicators for promising caravans and dangerous enemies on the global map.
  • News feed in the launcher. It won’t replace our official Discord, though, so subscribe to stay connected!
  • More informative journal entries — less filler, more precise instructions to minimize the use of game guides.
  • Statues and teleporters now display hotkey hints for activation.
  • Mini-map scaling is set to maximum by default to ease locating targets in the open sea.
  • Justice Island map is shown first in the atlas when you are visiting the place.
  • Doubloons stored in chests, officers’ inventories, and the player’s stash are now counted in a unified display in the character menu.
  • Payments can now always be made using doubloons from your cabin chests.
  • Boarders now appear first in the character roster in looting windows.
  • Revamped dialogue UI: the protagonist’s lines are more visible, and responses can be selected using number keys.
  • SFW mode to mute intimate sound effects — no need for emergency alt-tabs.
  • Officers' roles are now highlighted in dialogues, so you no longer need to remember all your boatswains, gunners, and carpenters.
  • Officers can be dismissed via a button in the character window (for those who feel too guilty to do it face-to-face).
  • Improved gambling interface: turn transitions and active button states are now clearer.
  • Prisoners are removed from the roster in the character menu — likely to get their own tab.
  • Updated control settings to meet modern standards — key remapping now highlights conflicts without auto-swapping.
  • Additional tutorial windows.
  • Health potion effects are now visible on health bars.
  • Global map controls can be mapped to arrow keys for left-handed players.
  • New “Archive” button to hide unnecessary entries for radiant quests and events.
  • Added a fast travel option to Gaspar the Goldtooth on Tortuga.
  • Early access to fast travel on Isla Mona.
  • Target ships from governors’ quests allow fast travel to them — currently, they spawn too far, making these quests impractical.
  • Trading skill effectiveness is now highlighted in shop and merchant windows.
  • Crew hiring windows now list all bonuses and penalties affecting available recruits. The hiring formula is being revamped to increase its utility.

[hr][/hr]

[h2]Story[/h2]
This section contains spoilers for Flying the Jolly Roger and other story content!

Yes, the survey results favored freeplay. However, Charles de Maure’s storyline still has some gaps that need to be addressed before diving into exciting features like boarding companies, the new economy, faction systems, or revamped combat. The primary focus is on fixing the much-maligned Flying the Jolly Roger.

  • A new quest for Mary Casper: 250 pages of high-quality content are already written.
  • Tichingitu is now recruitable in sandbox mode, with unique quests for every character.
  • Added missing journal entries for The Regatta, Tichingitu, Deluc, and Durand.
  • (FTJR) The player can earn the “Charlie Prince” title, displayed in the character window.
  • (FTJR) Marcus will now wait indefinitely before starting any of his quests.
  • (Amber Rush) Fast travel to amber barques is now available.
  • (Amber Rush) A tutorial window explains how to collect amber from barques.
  • (Amber Rush) The journal entry for collecting all amber now appears earlier.
  • (Silk Road) The Flying Fish spawns immediately at Negril Point.
  • (Silk Road) Marcus now accepts silk without requiring a location reload.
  • (Pirate Trading for Dummies) Auto-teleport to Gonaïves after speaking with Jean at the gates post-Marcus robbery.
  • (Hot Sun of Maracaibo) A profitable option to ransom Picard from the plantation is now available for characters with advanced trade skills.
  • (Hot Sun of Maracaibo) Additional ways to gather goods, infiltrate the plantation, and find weapons have been added.
  • (Stones of Blood and Forest) More options to deal with the Indian guide.
  • (Stones of Blood and Forest) Enhanced scene and combat design in Mérida, marking a moral turning point for the hero.
  • (Stones of Blood and Forest) You can refuse to work for Marcus immediately after Mérida.
  • (Corrida) The Torero appears on the global map even if the player doesn’t pursue it immediately.
  • (Corrida) You can leave your second ship in port after capturing the Torero and even repair the Torero herself.
  • (Corrida) In the boss battle against the Torero, its crew is at an optimal level only.
  • (Nemesis) No more searching for flint to blow up barrels.
  • (Nemesis) A logical explanation is provided for why Charles enters the dungeon alone.
  • (Nemesis) An alternative ending is now available for those with Tonzag in their crew.
  • (Nemesis) The standard storyline ending has been expanded.
  • (Nemesis) Some geysers in corridors are removed, except on the highest difficulty.
  • (Caleuche) Dialogue and quest journal reflect when the player never sold the skull.
  • (Saga) Sancho pays a bonus for collecting 25 crab pincers.
  • (Saga) Jessica’s grave has been added, with unique reactions from Mary and Helen.
  • (Saga) Fast travel to Bald Maggie and the executioner’s barque is now available.
  • (Saga) Donovan is now a tougher opponent.
  • (Saga) Increased difficulty for the Centurion and its captain, Cyclops, and Chad.
  • (Saga) Clan and pirate guards no longer delay Charles after resolving the story crisis by any means.
  • (Saga) Teleport back to the ship after the mine assault is now automatic.
  • (Saga) Daniel offers to spend quality time with a girl. You can now accept it. Maroon Town feels like home already!
  • (Saga) Journal entries and dialogues with Jan now reflect the actual cost of lawyer services.
  • (Saga) After returning from the island and teleporting to Dominica, the character now automatically drinks a special potion.
  • (Rumba) Charles’s dream sequence has been revamped.
  • (A Long Road to the Gallows) The doctor now approaches you on the first floor of Gino’s house himself.
  • (A Long Road to the Gallows) After Gino says to return the next day to check on the patient, you can actually return the next day. Time skipping is now allowed.
  • (A Long Road to the Gallows) Smoother progression of land battle difficulty.
  • (False Trail) The hero no longer goes to Rainer’s stash alone.
  • (False Trail) You can now safely loot the galleon’s cabin after dueling her captain.
  • (Price of Discretion) The ambush on Pinnette now starts automatically.
  • (Isla Mona) Removed references to the non-existent stockade in dialogues.
  • (Hero of the Nation) Conflict with the More than Gold quest is resolved.
  • (A Long Road to the Gallows) If you leave the Portuguese in prison in the final quest stage, the quest now closes properly after a month.
  • (The Dead Man) Notifications now appear during boarding if your officers start dying.
  • (The Dead Man) Mercenary commander boss fight is now more dangerous.
  • (The Dead Man) Cabin dialogue scenes are improved.
  • (The Dead Man) The massacre in the church has been improved.
  • (Prison Break) In addition to a unique license, the Dutch now reward you with silk.
  • (Black Mark) You can now exit the global map after capturing the Principio without waiting for the music to finish.
  • (Indian Chief) The Principio can now attack Spanish ships.
  • (Indian Chief) Restored battle with two schooners on difficulty levels 3–5.
  • (City of Blood Harvest) The reward in pesos for raiding Cartagena has doubled.
[hr][/hr]

[h2]Balance[/h2]
This section is why a new game start will be necessary — but it will be worth it. We can no longer delay addressing obvious balance issues, and while the results will ultimately depend on playtesting, the game is guaranteed to feel more engaging!

  • Complete ship rebalance: new specializations, traits, and the chance of capturing ordinary ships comparable to quest ships. Details in a separate dev diary.
  • New energy system: energy is no longer required for striking but influences damage. This eliminates the "block standoff" issue where players and enemies just stand around.
  • Health potions are now limited to officers and bosses, reducing low-level fight drag while keeping difficulty balanced.
  • Revamped crew recruitment: smoother progression based on rank, charisma skill, nation relations, and a touch of randomness. More details in a separate article.
  • Enhanced multi-step infiltration into hostile settlements. Failing a stealth check doesn’t immediately trigger hostility from the fort but complicates dialogue checks with guards on land. Even a total failure allows for bribery, significant stealth skill leveling, and improved chances in future attempts.
  • Bulk purchases of strategic goods from suppliers are now possible for high-trade-skill players willing to invest.
  • High-level characters and officers can shoot accurately, avoiding allies and neutrals.
  • The Ritual Knife from the Slave Trader questline now acts as a ward and provides a 10% boost to melee weapon damage.
  • The Son of a Jaguar talisman now adds an additional 3% critical hit chance for firearms.
  • The Siege Master perk reduces the minimum crew required for land assaults.
  • Governors now pay double rewards for their quests.
  • The Taíno Ward increases carry weight not only for the main character but also for officers.
  • The Adelina now has average stats and loses all upgrade bonuses except for its cargo capacity.
  • Other protagonists’ starting ships in freeplay lose all upgrade bonuses.
  • Helen’s starting ship is no longer damaged at the start.
  • Sandbox heroes now lose all bonus amulets, talismans, and trade licenses. We believe the game is now user-friendly enough to make early gameplay more challenging while making progression more rewarding.
  • Antidotes have been added to the mixture recipe.
  • The lute has been added to the recipe for the Minstrel talisman.
  • The Isla Mona trading post now produces twice as much ironwood. Additionally, rum and wine can now be collected directly from the cabin.
  • Gypsy merchants will always sell arsenic if the Trustworthy perk is unlocked.
  • Random pirates have returned to the global map, and their numbers grow as the hero’s rank increases.
  • Pirates no longer attack military ships and no longer form barque fleets in late-game.
  • The navigation skill for the bonus officer in Deluc’s mini-quest has been reduced.
  • Parade cuirasses are no longer guaranteed to be available for sale at bankers.
  • The value of treasures is now determined by the Luck skill and the total number of treasures found, rather than the player’s rank. The more treasures you find, the higher the chance of valuable rewards.
  • Ship speed decreases less dramatically at low and medium sail damage levels.
  • Players can no longer find tens of thousands of goods, such as weapons, in trade ships.
  • Putting money in Panama’s bank is now only accepted under specific conditions.
  • Reduced the speed of characters carrying muskets. Heavily armed characters now move slower than those equipped with swords.

[hr][/hr]

[h2]Refactoring[/h2]
This is where we’ve reassembled core mechanics and resolved systemic issues that caused bugs and broke the gameplay experience in almost every playthrough. It’s a challenging task, but thanks to the recent survey, we’ve narrowed our focus on cleaning up ancient code.

  • The random number generator has been reworked — merchant inventories and radiant quests will no longer “freeze,” making the gameplay experience more diverse.
  • Optimized Willemstad and Isla Mona locations.
  • NPCs no longer spawn underwater or follow the hero across the world.
  • NPCs no longer randomly attack each other outside of combat.
  • Fixed issues with priests’ trading inventories resetting to zero.
  • Removed inaccessible locations from radiant quests and rumors, resolving missing location and country names in the quest log.
  • Captains from radiant quests no longer endlessly respawn in cities.
  • Water behavior reworked — it no longer floods ships and interiors.
  • Fixed camera locking onto other NPCs.
  • Resolved the random disabling of fast travel.
  • Improved the interruption system. The primary cause of many bugs was NPCs intercepting the player, sometimes simultaneously, thus breaking scripts. Experienced players know how to avoid this, but it’s far from an enjoyable experience.
  • Bounty hunters no longer attack in cities. This is a temporary fix; a new bounty system will be implemented later.
  • Townsfolk no longer initiate conversations with the player.
  • Quest givers now wait for the player to start their quests and don’t disappear from locations if missed.
  • Romantic partners no longer suggest intimate activities where it would be inappropriate.
  • Officers now interact via a separate events window instead of harassing the player in taverns.

[hr][/hr]

[h2]Fixes[/h2]
Small issues that needed addressing. Most were identified by participants in the recent survey. The list isn’t exhaustive, as new tasks are added to this category daily.

  • Saves and ship naming — resolved the issue where text input would disappear.
  • Resolved the issue of lunge attack changing to slash attack due to the lack of space.
  • Fixed inconsistent inventory and balance for Gaspar the Goldtooth.
  • Fixed over 10 exploits (because we’re feeling mischievous).
  • Corrected glowing textures in certain locations.
  • Charles no longer writes letters in mid-air during the Gambit questline.
  • Zikomo no longer levitates.
  • Shipyard and port managers no longer levitate either.
  • Bounty hunters and procedural quest NPCs no longer interfere with major storyline scenes.
  • Tavern music on Isla Mona no longer conflicts with the main location music.
  • Alexus no longer repairs hulls by accepting one piece of goods at a time.
  • Resolved misaligned text in the stats for several ships.
  • Fixed several achievements that were not functioning properly.
  • The Kidnapper quest no longer conflicts with the disappearance of Barbazon at the end of Happily Ever After.
  • Corrected inverted display of buy and sell prices in the cash book.
  • The governor of Willemstad can now properly accept the postal delivery quest.
  • Resolved issues restoring relations with smugglers via Loxley.
  • Fixed strange doors in cities that led to other islands.
  • In the Barbazon’s Temptation quest, corrected the issue where silk amounts in the hold were overwritten if the player already had their own silk.
  • In the Guardian of Truth questline, fixed the bug ruining stealth boarding scenes.
  • In the Place Under the Sun quest, the interception point for targets is now always clearly marked.
  • Stolen ships in port authority quests can now be boarded without issue, even if they’re friendly.
  • Enabled tutorial windows no longer break dialogues.
  • The Slave Trader quest no longer breaks the pirate armada’s behavior during the Tortuga raid.

[hr][/hr]

[h2]DLC[/h2]
What can we say? Stay tuned for the grand announcement!

  • A major storyline comparable in size to Flying the Jolly Roger.
  • Available in both sandbox and story modes.
  • A new romantic interest.
  • Two ships, several locations, characters, music, voiceovers, and entirely new mechanics.
Não são os visuais finais! Apenas um rascunho do nível e um trabalho em progresso!
[hr][/hr]

That’s all for now! Keep in mind that we still have months of development ahead, and the list above may change. Some things may be cut, others added. If needed, we’ll delay to ensure everything is top-notch.

Thank you for the fantastic survey responses, your feedback, and the spirited discussions in Discord, Steam, and my DMs.

Our next dev diary will dive deeper into one of the new mechanics for 1.5. In the meantime, enjoy the game and, if you feel like it, leave reviews as blue as the Caribbean Sea — it matters.

Good hunting!
ːjollyrː


Patch 1.3.2

[h2]Ahoy![/h2]

A quick update from the team:

ːjollyrː Patch 1.3.2 is out! Alongside numerous bug fixes, it includes a smoother and more polished transition between musket and melee combat modes.
ːjollyrː The next Dev Diary is just a couple of weeks away. We've got a lot to share, so stay tuned!
ːjollyrː A talented game designer has joined the team, which is perfect timing given the results of the recent survey and our new priorities for uplifting freeplay features.


Work in progress.