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Caribbean Legend News

Dev Diary IV


[h2]Ahoy![/h2]

Aye, let's get straight to the point. Patch 1.3 will be released on September 11th. On the same day, the second DLC, Black Mark Pack, will also be available.

https://store.steampowered.com/app/3162620/Caribbean_Legend/

[h2]Development Status[/h2]
If I still had any lingering doubts about the game’s prospects and development, the recent news has finally cleared them up. But let’s start from the beginning.

You know our plan:

  • Version 1.3 — uplift the early game and adapt it for new players.
  • Version 1.5 — complete the Story Mode and refine the Sandbox Mode.
  • Version 2.0 — a major quantity/quality leap, setting the benchmark for a game on the Storm Engine, paving the way for a full-fledged sequel.


To make all of this a reality, the game needs commercial success. But how do you measure that success, and what does it even mean?

Fortunately, Steam has specific metrics: you need to reach a certain gross sales figure within the first six months after release.

Only 3% of all released games achieve this goal. If you’re among these three percent, Steam considers your game “successful” and starts actively promoting it. If not, the game dies, and usually, so does the team.

Even though we hit the required number not in six months, but in just the first month of sales, and Steam started promoting us long before the release, it was important for me to get official confirmation from Valve.

And a couple of weeks ago, I got it. On September 11th, we will return to the store’s main page!

The main business goal of the first post-release year is completed ahead of schedule, which means that all doubts are now gone. We’re working on version 1.5, then 2.0, and aiming to go from the top 3% to the top 1%.

This achievement is primarily yours. You are the best community in the world. Thank you. ːrespect_soldierː

[h2]DLC[/h2]

Our policy on paid add-ons is very simple and, in my opinion, quite fair:

  • A new DLC is released with each major patch.
  • DLCs are developed last — after the main work on the free content is completed.
  • 80% of new content is free, 20% is paid.
  • DLC sales fund the studio’s work and create a financial safety net.


The Black Mark Pack DLC is essentially a developer support pack. Such packs are not uncommon: they usually cost as much as a full game and offer a bit of cosmetic content as a reward. I don’t like this approach, so our pack will be filled with treasures:

  • Five new items, including new armor.
  • A quest available in both story and freeplay modes.
  • A unique officer — a musketeer.
  • Three Steam achievements.
  • Probably a new ship. Probably.


By purchasing this pack, you not only ensure the future development of the game, but you also get a ton of cool content that will really enrich the beginning of the game. Make sure to wishlist!

And now for the sad part. We planned to include a new ship in this DLC, and what a ship it is! A brilliant idea, really, thanks to our Lead Writer, Vagrant. And that’s why I’m genuinely upset that we’ve recently had problems with the ship production. More about this below.

[h2]Patch 1.3[/h2]
[h3]Ships[/h3]
Since we started talking about ships, let’s just continue. The planned list for 1.3 looked like this:

  • the Meifeng
  • the Valkyrie
  • War Schooner
  • Fluyt
  • DLC Ship


And what do you think? There are two and a half weeks left before version 1.3 is released, and all we have ready is... the Valkyrie. ːrofl_pirateː



And an unfinished war schooner.


I won’t go into details about how this happened; I’ll just say that the problem with a small team and a unique engine is that if even one person drops out of the process, work stops abruptly in several areas at once. I haven’t figured out how to fix this vulnerability yet, but I can immediately say that in addition to ships, the new boarding scenes are now also at risk.

[h3]Boarding Scenes[/h3]

Again, according to the plan for version 1.3, everything looked very promising:

  • Lugger vs. Barque.
  • Lugger vs. Sloop.
  • Military Schooner vs. Brigantine.
  • Brigantine vs. Fluyt.

Do you see the idea? If we extend it to all other ship ranks and stick to the most popular ship choices, the boarding scenes will reflect the actual ships of the opponents most of the time. Looks very fresh and plays very fun too!



However, the delay with the ships means we have more or less finished only the first two scenes, the third is in question, and the fourth is not ready at all. There’s no one to blame here; c’est la vie as it is.

But I’m still optimistic, so in the worst case, the ships and boarded scenes will be released in version 1.3.1, as it always happens with the stuff that didn't make it into the big one.

[h3]Animations[/h3]
Do you like our sword combat system? I don’t. It's really all about energy war and dealing tiny damage numbers. Sooner or later, we’ll have to make it completely new system, but for now, we have to use quick methods.

We added 7 new death and dying animations, giving them context — depending on the type of weapon or ammunition that dealt the fatal blow. It turned out great; sometimes, there are some very juicy and brutal scenes happening.

https://youtu.be/4S095x2z4Tk

As for town animations, new ones have been added for churchgoers and drunks on the streets. Slowly but surely, the cities are coming to life. If we have time, we’ll also update the animations of tavern visitors, including female ones.



In addition to town and combat animations, version 1.3 introduces a new direction — quest animations that are created exclusively for story cutscenes. This is an experiment, so whether we continue in this direction is up to you. Play the new Longway quest and let us know. Speaking of which...

[h3]Longway[/h3]
The real star of version 1.3. The most expensive (production wise) and most variable storyline we have ever created. The first quest that directly changes the game’s plot since 1.0, offering an alternative way to eliminate François Levasseur and new scenes with Mary and Helen.



The rewards include a unique sword, a super useful ward, and accelerated leveling of Longway to suit any playstyle. By the way, our Chinese friend can now use a musket. So, if you become a proud owner of the Black Mark Pack DLC, you can assemble a squad of four musketeers. There is a Steam achievement for that now.



I don't want to spoil it — you’ll see everything yourself.

[h3]Miscellaneous[/h3]
I suppose you’re already tired of my writing, so let’s wrap up this diary with a visual list of the most significant remaining changes of the upcoming patch 1.3.

The new notification system. Character's drunk? Overloaded? Failed skill check? Gained exp.? The game is properly interfacing with the player now and there are about a hundred cases for that.



Helen McArthur has been added to the list of playable captains for freeplay mode. Currently, more like an early access version, but we’ll polish her gameplay by 1.5.



More tutorial windows. They can now be disabled in the settings or directly when they appear.



A true next-gen feature — direction markers in certain situations. This will be useful for those who constantly got lost in the jungles of Martinique.



Indication of available skill points for officers. Useful if you have a ton of them.



And a whole lot of other cool stuff, half of which will traditionally be rolled over to version 1.3.1: unlimited key remapping, even more Steam achievements, improved locations and textures, interface tweaks, and bug and balance fixes.

That’s all for today. If you are wondering how you could help us and the game, add the Black Mark Pack to your wishlist and leave reviews as blue as the Caribbean Sea.

See you on September 11th.
ːjollyrː

Patch 1.2.1



[h2]Ahoy![/h2]

Over the past week, we've uploaded around 12 quick fixes to Steam, erasing bugs and completing the content that didn't make it into patch 1.2.

Let's sum up the changes:

  • New bark model.
  • Various adjustments and fixes for the new ship models.
  • Updated Сheat Menu.
  • Additional optimization of the starting quests in the story mode.
  • Pirates appear significantly less often on the global map to address the craziness of being hunted by numerous pirates at once.
  • Restored the energy consumption for the Heavy Attack to default.
  • Folke Deluc can now be a companion and get his own command.
  • Quest "Prison Break" - the contact is now available from 6 AM instead of 8 AM.
  • Quest "Prison Break" - the Dutch provide a unique trading license.
  • Quest "The Price of Consumption" - added an option for a quick sea transition to the final boss.
  • Quest "Flying the Jolly Roger" - the brigantine Utrecht can now be intercepted on the global map.
  • Quest "Flying the Jolly Roger" - the honor drop stops immediately after the cave rescue.
  • Quest "The Caleuche" - the first encounter with the ghost ship is easier and does not force a player to lose their flagship.
  • Improved the availability of armor from merchants for better early-game progression.
  • Removed wierd and unnecessary ambient sounds.
  • Fixed over 50 bugs.




Looking ahead to version 1.3 - the first post-release milestone where important decisions about the game's future will be made. The tasks are all planned out, and we'll show the first results in the next dev diary in about a month.

See you at sea and thanks to everyone for your feedback and bug reports. Hopefully, there will be fewer of those in the future - our new tester has already started working.

ːjollyrː

Patch 1.2 and Vile Little God DLC

[h2]Ahoy![/h2]



Now that we grabbed your attention, on to the good news! ːbombingː
  • The game is selling well, and we only have three positions left to fill on the team: a tester, a character artist, and a Storm Engine programmer.
  • Patch 1.2 is available. This is the biggest one so far — bigger than 1.1 and 1.1.1 combined.
  • We've launched a 33% discount in honor of the Steam Summer Sale, so seize the moment — we probably won't offer a bigger discount this year.
  • The first DLC “Vile Little God” has been released.


https://store.steampowered.com/app/2628610/Caribbean_Legend__Vile_Little_God/

[h2]What's New:[/h2]

[h3]Story[/h3]
  • “Long Shadows of Old Sins” - Charlie Knippel's companion quest featuring a new unique ship.
  • “The Last Knight” - Claude Duran's companion quest.
  • “Three's a Crowd” - a special hidden event with its own Steam achievement.
  • “Vile Little God” DLC - rebalanced and refined compared to the Early Access version.


[h3]Ships[/h3]


We continue towards our goal of completely uplifting the entire fleet in the game. In 1.2, we added a new one and redid five original ships; about forty more to go. The new models will fit well in Unreal Engine too, significantly easing the future pre-production stage.

  • Barque.
  • Tartane.
  • Sloop.
  • Brigantine.
  • Privateer Ketch - also known as the Mirage.
  • War Ketch - The Chimera, a new quest ship.
  • Multiple paintjobs for each.




[h3]Animations[/h3]


We consider new animations one of the most important assets. They are a great way to enhance immersion and add variety to cutscenes, battles, and city life. We will continue experimenting with them until 1.3 — by then, we will determine which to focus on: combat, immersion, or story.

  • Romantic scenes with girlfriends and brothel employees.
  • Musicians in taverns.
  • Blacksmiths in cities.
  • Behavior of brothel employees.
  • Civilians on benches in colonies.
  • New idle animations for Charles - with and without a musket.
  • New gunshot death animation.




We've actually done much more than what was included in the patch. For example, new character movement animations for modern gamepad control are ready, but testing and integration will take time. It took about a month, but we are now one step closer to dealing with 'tank controls.' Additionally, as you surely have noted already, the romantic aspect of the game is strongly emphasized in this patch. The main question is: should we take it even further? ːrofl_pirateː Personally, I very much hope so.

[h3]Locations[/h3]

Unfortunately, we didn't manage to create a new boarding scene, but they will be our priority in the next patches. Nonetheless, we achieved a lot. We improved all the jungles in the game by adding details, better textures, vegetation, good shadows, and atmospheric haze. This is a major visual leap, so we can pause on global graphical improvements for now.

  • Over 20 jungle locations have been significantly improved.
  • Added a new location, Le Francois - huge thanks to the mega-talented Nikk.
  • Enhanced even more textures.
  • Improved lighting and weather.




[h3]General[/h3]

  • 11 new achievements.
  • Reinforced Brigandine - new armor and an ultimate reward for the “Dead Man” quest.
  • Tutorial video hints - the first test of a global tutorial system, designed to explain complex mechanics to the new audience.
  • Crafting recipes are more accessible from the start, and the “Alchemy” perk is no longer required to actually be able to craft things — it only substitutes for special tools, like the alchemist's chest.
  • Athlete background has been buffed. It deals more damage with slashing and heavy attacks.
  • Added cutscenes to the “Rumba” and “Dead Man” quests.
  • First iteration of trading rebalance - the choice of available equipment is more streamlined and tuned for better character progression.
  • Treasure hunting rebalanced - tier-3 weapons no longer drop until a certain character level.
  • The critical shot system has been refined - quality and precise weapons can crit now. Crit chance can be enhanced by amulets and PIRATES points.
  • Added more quest markers on the global map and characters.
  • Soldiers in hostile cities now stop the player much less frequently.
  • Unloading the “Topaz” in the “Resin Dog” quest no longer causes a player to quit the game in rage.
  • Heavy attacks now require three times more energy.
  • Rebalanced the early stages of the “Slave Trader” quest to make it more accessible for early free play.
  • Having a trade license unlocks the fast travel function in hostile cities.
  • Upgrades for 4th and 5th class ships are cheaper to encourage the early use of this feature.
  • Sandbox achievements now work without any restrictions.
  • Proofread the English version - this time we focused on the quest log and Discord user reports.
  • Fixed dozens of bugs found over the past two months.
  • I really enjoyed working on this patch and am super proud of the team, and yet patch 1.2.1 is on its way. We're fixing bugs, finishing what we couldn't complete, and then jumping to 1.3 according to our grand strategy — improving the game in all areas: from graphics to content.


[h3]Priorities for version 1.3:[/h3]

  • Modern controls and camera behavior.
  • The new and most non-linear story quest in the game.
  • More animations.
  • More ships.
  • Boarding scenes.


It's too early to say for sure, but I believe we are going to make it. Now, if you like what we're doing, if you want this game to reach its full potential, please leave reviews ːsteamthumbsupː as blue as the Caribbean Sea. I cannot overstate how important it is for us.

As for us...

...getting back to work.

ːjollyrː

Patch 1.2 - Coming Soon

[h2]Ahoy![/h2]

Just a quick update. A monumental 1.2 Is upon us and set to release tomorrow. Remember when we said that 1.1 was the biggest patch we've ever released? Well, guess what—1.2 is bigger than 1.1 and 1.1.1 combined. This really says a lot about my inner insecurities. ːcharles_happyː



The Vile Little God DLC is also releasing tomorrow. The owners of Pre-Order and Early Access Editions voted for it to happen. They paid over $30 for it half a year ago as a pre-order bonus, so we can't sell it super cheap.

$6.99 sounds just right.



Stay tuned for the grand changelog tomorrow!
ːjollyrː

First DLC and Patch 1.2 - release date!

[h2]Ahoy![/h2]

A quick update to let you know that production of Patch 1.2 is on schedule and will be released on June 27th. The final scope of changes and new content is yet to be determined, but this patch will definitely be as big as 1.1 and 1.1.1 combined.

Here is a little sneak peek of the upcoming changes.

Ships' hulls are real in-game quality. The sea, sails and rigging are rendered separately.

You can find more in the recent Dev Diary.

In addition, the first DLC will be released on the same date, featuring a new freeplay quest with the most powerful loot in the game so far.

https://store.steampowered.com/app/2628610/Caribbean_Legend__Vile_Little_God/

Make sure to wishlist it so you don't miss the big day!

Good hunting and see y'all soon.
ːrespect_soldierː