1. Caribbean Legend
  2. News

Caribbean Legend News

Dev Diary III

[h2]Ahoy![/h2]

We're about a month away from releasing patch 1.2. Ideally, we'd keep the suspense going until the release date, but such gaps in communication are bad for relationships. ːcharles_happyː If you remember our March update, each large patch aims to bring Caribbean Legend closer to a perfect Sea Dogs game, offering the best from freeplay and story playstyles, and uplifted to meet the modern day game standarts.

Like patch 1.1, this update will focus on ships, animations, quests, and locations, but with a special unplanned addition we'll reveal at the end of this diary.

[h3]Ships[/h3]

So it begins! We're updating the whole damn game fleet to meet our new quality standards. By 2.0, we aim to have all ships redesigned and new ones added. Here's the plan:

  • Remake both versions of the Kaleuche.
  • Remake the Casador, and change the way she can be obtained.
  • Remake popular rank 5 and 4 ships (already in progress).
  • Add a new quest ship #1 (already in progress).
  • Remake popular rank 3 and 2 ships.
  • Remake national flagships of rank 1.
  • Add new quest ships #2 and #3.
  • Remake all remaining ships.

This is a massive task which will take around a year and half to implement, but even our minimum goal for 1.2 will add more ships than any update we had done in the last 12 years.



[h3]Locations[/h3]
Originally we planned adding three new locations in patch 1.2, but one was cut, another was donated to us by the super talented Nikk, and the fate of the third one is still uncertain. Such content cut may be forgiven though, as we've also improved the quality of all jungles in the game, which took a month and a half but yielded great results.

See for yourself.

[h3]Animations[/h3]
Currently, we have two main areas of focus for animations: combat and immersion. Combat wise, we've already redone musketeer animations in 1.1 and will also add one combat addition in 1.2. However, this time, the main focus of 1.2 will be for immersion animations to enhance colony life and cut-scenes.
This a competition really, as it is still unclear which area of focus will be more beneficial for the game.

Just a tease of some stuff planned for 1.2:
https://youtu.be/U0ncJIPACV8
https://youtu.be/rCL6jvidlTg
https://youtu.be/3bGJI_MNzy4
https://youtu.be/IQixPqZsD-U
https://youtu.be/36ImgkCqnbM
https://youtu.be/DD1reQ4YI6g

[h3]Quests[/h3]
Originally, I planned to finalize side quests that didn't make it to February release, ship an epilogue, and move to a big story DLC. However, after extensively playing the game myself and consulting with our narrative dept. we've shifted priorities:

  • Companions' quests. (in progress)
  • Vile Little God DLC upgrade and public release. As per our Discord poll. (in progress)
  • Precise upgrades of the original story questlines.
  • Free new side quests.
  • Another side quest pack - this time as a DLC.
  • Story epilogue.

This wraps up Charles' story and enhances the freeplay experience. I mean, there is very little point on pouring much effort into the story. What we need is more side content, more freeplay opportunities for all three heroes.



[h3]UX[/h3]
In other words, any measures that make it easier to get into the game and improve the experience primarily for those people who were previously unfamiliar with the series. Initially, this body of work was planned as a large addition to 2.0 with the goal of finally bringing the game up to 2024 standards with one singe, massive update:

  • Gamepad support.
  • Revised translation (again!).
  • In-game encyclopedia.
  • Proper Steam manual.
  • Interactive tutorials.
  • Improved camera.
  • Modern controls.


No time for that apparently. I assumed that we'd already brought the game from another era to a minimal-enough level where it was ready for a wide audience. But patch 1.1 and the first big sale shattered that foolish illusion.

Valve generously poured traffic, the sale was a success, but we got a lot of negative reviews. Most of them were quite true.

No, the game is not ready. No, it's impossible to complete it without knowing about time slowdown/acceleration, the abuse of "Sail to" mechanic, how the point of sail works, as well as the fact that you have to disable the combat mode to freely move around NPCs in a fight.

Priorites were shifted and, instead of one big QoL improvement at the end of the road, each patch will address these issues gradually. 1.2 will focus on improving in-game notification visibilty and adding tutorial pop-up windows, each supported with a video demonstration, explaining core gameplay mechanics. We have also started working on finding ways to quickly upgrade so called "tank controls". A painful lesson, but a lesson nonetheless. ːbartaxː

In the end, every constructive negative review is super useful, it's just a pity that it takes three blue ones for every red one to at least make up for the drop in rating. Honestly, I hate this, but I have to ask that if you really like the game and want to secure its further advancement, please consider leaving a positive review ːsteamthumbsupː. We need around 30-40 to be spared from dancing on the sharp blade of 70% User Rating.

...and I'll say goodbye for now. They are still waiting for a design document for the new armor.
ːjollyrː

Update 25/04/2024

[h2]Ahoy![/h2]

What's new:
  1. Finalized adjustments for the new ships.
  2. Rectified the absence of a portrait for the 4th painting variant of the Courier Lugger.
  3. Implemented a dynamic compass on the deck of the Courier Lugger.
  4. Separate checkboxes for both autosave options are now available in the settings.
  5. Addressed the issue of a missing ship upgrade option in Capsterville.
  6. The Cheat Menu (Workshop mod) now includes a free camera mode.

ːjollyrː

Patch 1.1.1


[h2]Ahoy![/h2]

  • Introduced a new model for the Luger.
  • Introduced a new model for the Courier Luger.
  • The Adeline got a unique painting variant.
  • Added a helmet to the Milano cuirass.
  • Further improvements of the appearance of ceremonial cuirass, brigantine, and wicker armor.
  • Updated icons for the new armor where needed.
  • Finalized the new lighthouse location.
  • Added fishermen to the town piers for better immersion.
  • Implemented an auto-save feature.
  • Adopted a new dialog display format.
  • Made technical adjustments to weather and lighting.
  • Resolved the issue of not being able to restore the last 1% of Vitality by visiting a priest, using Cupid's balm, or spending time with a romantic interest.
  • Last Lesson questline now unlocks only after completing the Caribbean In A Nutschell to avoid potential conflicts.
  • Dangerous Cargo quest was rebalanced to be better suited for the early game.
  • Adjusted sounds - volume and overlapping issues.
  • Improved the cutscene of Lucas's arrest in Dutch Gambit.
  • Addressed various text errors.
  • Added a mod in Steam Workshop to remove headgear for all armor.
  • Added a mod in Steam Workshop to return to the textures of lesser resolution - for outdated PCs.
  • Introduced the first version of a cheat menu in Steam Workshop - if we see it as a highly demanded feature we will continue adding new features to it.
  • Over 20 bugfixes.

Task list for 1.2 is looking solid - lots of exciting stuff to do, and with the arrival of 1.1.1, I am finally ready to do a complete playthrough to chart story, content and balance additions for future patches. Super excited for this, having been waiting for a proper playthrough since 2020.

See y'all at the sea.
ːjollyrː

Patch 1.1


[h2]Ahoy![/h2]

Important stuff:
  • This is the biggest patch we have ever done so far.
  • New game is not required.
  • The size of the game increased to 30 GB.
  • To celebrate the birth of 1.1 we launched a 30% discount for nine days.

[h3]Visual Enhancements[/h3]
We've dedicated the past month to addressing longstanding gaps in our game graphics. Thanks to new people in the team, we managed to figure out in a relatively quick time frame what we do best and how fast.

Even though we are just at the beginning of the post-release development of Caribbean Legend, patch 1.1 is a significant bump of visual experience already. We didn't deliver everything we planned though. Things like an improved lugger model and a helmet for the Milanese cuirass still require some work, therefore we will make another small update in the near future to catch up.
  • Added a new jungle location.
  • Introduced a new lighthouse location.
  • Over 500 textures have been improved for enhanced visual quality.
  • Refined the model of the island of Martinique in sea mode.
  • Finalized Charles' model with increased polygons, improved body structure and extra equipment details.
  • Completely redesigned armor in the game, now displayed in 3D with updated visuals. Brigantine, corset, and wicker armor have their own models now.
  • Implemented new animations and added more attacks for musketeers.

[h3]New Content[/h3]
The initial release feedback from players often pointed out the lack of new quests in Caribbean Legend. That's not entirely true - it's just that almost all of the new quests start way into the mid-game or in about 50 hours of playtime.

Therefore, in 1.1 we set ourselves the task of uplifting the beginning of the game, making it more non-linear and eventful. Thanks to the efforts of our new programmer, we've successfully achieved this goal, resulting in a much fresher experience within the first two hours of gameplay.

Furthermore, we've completed numerous tasks related to sound design, video enhancements, voice acting, achievements, and compatibility with Steam Deck - areas we originally promised to deliver, but failed to address properly before the release in February. Regrettably, cheat menu which was also originally planned for 1.1, lost a fight to its competitors of the task list and will be delivered later in a future small update.
  • Added a new event - "Cocoa Leaf".
  • Added a new event - "Deluc's Debts".
  • Added a new event - "First Meeting with Diego".
  • Added a new event - "Killing a Teacher".
  • Added a new quest - "Money On Trees".
  • Added a new quest - "Rat Problem"
  • Added a new quest - "Crab Salad".
  • Added 5 new Steam achievements.
  • Made numerous edits to English localization.
  • Included fonts for Spanish, German, and French translations.
  • Optimized video formats and adjusted video volume based on music settings.
  • Additional improvements of the Steam Deck version - we are this close to Deck Verified status.
  • Additional improvements of Steam Workshop - allowing for a better modding experience.
  • Added new quest videos featuring Jessica and Guardian.
  • Reworked all old sound effects and added new voiceovers.

[h3]General Improvements[/h3]
Although there are over a hundred changes in this category, we've opted to spotlight only the most significant ones to streamline communication for both our team and our players. Most of these changes involve refining elements that were somewhat rough upon release or were influenced by the valuable feedback we received post-launch.
  • Finalized Exploration Mode by disabling most timers and adding notifications for deadlines.
  • Refined the quest markers system with icons and points of interest displayed above characters and on the global map.
  • Made adjustments to Martinique's tutorial for faster progression.
  • Implemented numerous refinements to Isla Mona, including new events and references.
  • Finalized the "Dead Man" quest, including reward and dialogue adjustments.
  • Increased energy restoration rate when below 10% to reduce pauses in battles.
  • Slowed down skill experience gain rate as players approach maximum level.
  • Reworked several perks and adjusted descriptions accordingly.
  • Amulet Ritual Knife now gives a Critical Strike bonus even without the Critical Strike perk being unlocked.
  • Amulets Teredo and Shochipili now provide autonomous repair even without the corresponding perk being unlocked.
  • Enabled a bonus ship acceleration on the global map at full upgrade.
  • Side quests "False Trace" and "Chief of the Redskins" can no longer spawn at the same location..
  • Restricted access to the quest "The Price of Consumption" until after completing “The Dutch Gambit“.
  • Players can now ask Michel to give “The Dutch Gambit“ quest starting from level 9.
  • Made "Dishonest Competition" quest to always spawn in one specific city.
  • Adjusted achievement requirements for "Silver Tongue" - added the required second hard bargain in Island of Justice.
  • Adjusted achievement requirements for "Honoring the Classics" and "Caribbean Virgin" to be obtainable in any ending.
  • Tweaked difficulty for the "Flying the Jolly Roger" questline - should be a more pleasant experience now.
  • Tweaked global difficulty based on hero and flagship rank, and selected difficulty level.
  • Player’s Vanguards are no longer eliminated from boss fights against Diego and William.
  • Exchanging items in chests no longer consumes time.
  • Loxley will recall the assault on Cartagena and charge extra for that.
  • Players can find the "Joker" talisman when searching a dead cheater’s body in a tavern.
  • The "Golden Eagle" pistol is now available to all hero backgrounds for sale at East India’s store (DLC).
  • Implemented numerous quality of life improvements, text adjustments, bug and crash fixes.
Good work continues.

ːjollyrː

Quick Fix

Ahoy!

Fixed the crash case caused by DRM leftover from Early Access. I sincerely apologize for this oversight.
Patch 1.1 is on track for release on April 5th and is shaping up nicely.

ːjollyrː