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Caribbean Legend: Age of Pirates News

Developer Diaries — II

Forget about your past life — you will start a new one here from scratch...
[p] Sooner or later, this had to happen. It's time to openly address the elephant in the room — "Island of Justice". The game's main adventure suffered on all fronts. Plot holes, visual flaws, narrative logic issues and technical implementation problems, and most importantly — a strange reward system. The ReCon Team has thoroughly studied all the issues with this questline and reached one conclusion - retcon.[/p][p] Quick menu: [/p]
  • [p]new content and characters;[/p]
  • [p]skill checks and playthrough variability;[/p]
  • [p]connection to the original Caribbean Legend lore;[/p]
  • [p]improved visuals, lore and narrative;[/p]
  • [p]elimination of bugs and "stuffiness" from the original;[/p]
  • [p]updated musical accompaniment.[/p]
[p] But before we dive into the depths of the Island of Justice — don't forget to add Age of Pirates to your wishlist![/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][h2]Chapter 1 - Approach[/h2][p]Initially, our goal was to patch old holes and add some content, but... At some point, we accumulated over 100+ tasks in this direction, and everything grew into a full-scale, comprehensive reimagining of the entire Island of Justice macro-quest.
[/p][h3]Why?[/h3][p]This would likely be the most popular question from series veterans. And the answer is simple: while the questline offers an unforgettable atmosphere, unique experience and rich rewards, the City of Abandoned Ships quest causes the player terrible suffocation and, in places, combustion. You simply don't want to return to it... Yet a good sandbox should have high replayability.[/p][p]The abundant bottlenecks in the code leading to soft locks and bugs didn't add any charm either. And some technical decisions only prevented full immersion in the atmosphere. One such example is docking at the Island of Justice. Now we're greeted by the forces of nature in all their beauty and power. For this, we specifically improved weather effects. See for yourself![/p][p][dynamiclink][/dynamiclink]Besides this, the original suffered in narrative and story aspects, not revealing the character and motivation of certain key characters, the reason for clan conflict, the Dutch West India Company's desire to exterminate the poor on the archipelago, and much more.[/p][p]Therefore, in addition to cosmetic and technical fixes, we're tackling the root of the problems while preserving the spirit of the original.[/p][p][/p][h3]How?[/h3][p] We understand that you can't just take and remake a quest, ignoring its original concept. Carefully weaving the new into existing lore and plot while preserving atmosphere and style has become a real challenge for us.[/p][p]So we took the harder path - the path of evolution:[/p]
  1. [p]For conservatives, the ability to complete the questline the old way, ignoring new content, is partially preserved.[/p]
  2. [p]Graphical and technical improvements will remain mandatory for all variants. This mainly concerns bug fixes and improvements to textures, characters and weather.[/p]
[p]You could say that just for this unique location (and one more quest) we reworked the fog system.[/p][p][/p][h3]What?[/h3][p]To attract players' attention to the Island of Justice and create desire to complete the quest more than once, you need something more than gold, a ship and a unique officer.[/p][p]What awaits you:[/p]
  • [p]Content. The opportunity to experience new adventures and meet new characters, while looking at old acquaintances from a different angle.[/p]
  • [p]P.I.R.A.T.E.S. Skill Checks. The playthrough incorporates checks of the protagonist's characteristics. High stats will let you cut corners, save time, or unlock unique problem-solving paths. By the way, you can read more about the updated role-playing system in our first development diaries.[/p]
  • [p]Variability. A greater number of branching storylines with different endings will be available.[/p]
  • [p]Valuable Rewards. You'll want to complete new chapters not for gold, but for opportunities. Trust us, they'll please you.
    For example: Master Alexus will be able to restore the former glory of the corvette "Dog of War", making it truly legendary.[/p]
[hr][/hr][h2]Chapter 2 - Reimagining[/h2][p]Let's skip unnecessary preambles and tell you what awaits in the updated version, but without excessive spoilers.[/p][p][/p][h3]Kill All the Poor[/h3][p]We won't focus on the large number of bug fixes and will move on to the tastiest part. The quest at the end had a strange aftertaste of incompleteness and a sense of wasted potential.[/p][p]Now after killing Oliver Trust, two new chapters will be available to the player: "Unraveling the Thread" and "Preparing for Departure". Conceptually and narratively, they're better crafted than the original quests and demonstrate our vision of quality.[/p][p]As you've probably already guessed, the chapters will try to answer hanging questions, restore narrative logic and fix old pain points, like when you had to hide property in ovens and ships with officers in port authorities.[/p][p][/p][h3]City of Abandoned Ships[/h3][p]But what about the adventures on the Island of Justice itself? One thing's certain — it's a unique and very expensive piece of development with its own rules and nuances. The number of man-hours invested in reworking the questline is frighteningly large... And not just in terms of programming, testing and writing the plot with dialogues.[/p][p][/p][p]Key fixes:[/p]
  • [p]Clan Logic: It will be shown why the clans are divided and what specific beliefs they're fighting for. Their appearance will be unique, reflecting their ideology.[/p]
  • [p]Workman: John's value in the plot will be significantly increased. His actions will no longer look absurd, and the character himself will stop being a dummy and gain depth.[/p]
  • [p]New Character: Another important figure will appear in the city — a reference that series veterans will definitely recognize.[/p]
  • [p]Reduced Routine: A huge amount of annoying moments have been removed. The cursed salt bags and lutes, tedious gathering of citizens and solo fight with Caspers are now significantly easier. However, these are just options — if the player doesn't want to, they can do everything the old-fashioned way.[/p]
  • [p]Restored Content: During development, we noticed some unused elements and returned them to the game.[/p]
[p]It was harder to analyze all available, albeit scarce, lore from the original. Therefore, during the rework, we also studied the events of the Caribbean Legend universe (remake of "To Each His Own"). After all, the connections between games are too close: Layton Dexter, the Narwhal and Casper clans, Chad, and the now gray-haired Mechanic.[/p][p][/p][h3]Island of Justice Backstory[/h3][p]In a way, all events occurring on the Island of Justice in Age of Pirates are in a different universe, caused by Charles de Maure's actions at the end of the Kukulkan arc. It's in this theory that lies the key to understanding the backstory, before the protagonist ends up in the City of Abandoned Ships.[/p][p]Initially, the Island of Justice looked quite different. Three main forces existed there:[/p]
  1. [p]Narwhals: Essentially, these were the keepers of order. Just, standing guard over the law and protecting the interests of ordinary citizens.[/p]
  2. [p]Rivados: former African slaves who were portrayed as godless, constantly trying to cross the line of "law". At the same time, they were the keepers of various rituals and mystical knowledge.[/p]
  3. [p]Dodson's Shark Pirates, who established their own order, monopolized food supplies, but continued trading with the outside world.[/p]
[p]Chad Capper's Coup[/p][p]The turning point came when Chad wanted to seize power. He split from the Narwhals, and having secured Mary Casper's support (hence the new clan's name), began his path.[/p][p]As a result of this coup, Dodson's Shark died under strange circumstances, as did the Narwhal leader, and the rebellious Rivados clan was completely liquidated.[/p][p][/p][h3]Main Forces[/h3][p]Fate of the Narwhals[/p][p]Most were recruited into the new militia and the emerging Casper clan. The remaining formed a kind of cult or order and began spreading the ideology of the Deep among citizens. This belief that the City is alive (an idea taken from the original game) and inviolable. Junior novices are zealous in their desire to prove their faith to the clan and protect the City and its values from foreign eyes and hands in every way. Elder Brothers wear the sacred emblem with an inverted pentagram, symbolizing departure from worldly concerns to serve the Deep.[/p][carousel][/carousel][p]Rise of the Caspers[/p][p]The Casper clan is like the complete opposite of the Narwhals: lack of internal discipline and charter, frivolity in thinking, adherence to pragmatism. They were the ones causing a lot of disorder searching for valuables among peaceful citizens, until stopped by the freshly organized militia. The hierarchy is quite simple and straightforward - youngsters and elders. Often it's the young who do all the dirty work, while senior clan members lead idle lives.[/p][carousel][/carousel][p]However, don't forget about the militia and the City's citizens. And only you will determine what fate awaits the Island of Justice characters. But that's not all yet!
[/p][hr][/hr][h2]Chapter 3 - Sound Design[/h2][p]The level of sound design can say more about a project than it seems at first glance. It can radically change the perception of the game: if you don't want to turn off the music after dozens of hours of gameplay — that's success, and if tracks end up in personal playlists — that's a sign of true recognition.
[/p][p]Sound History [/p][p]Of course, every fan's memory instantly conjures the legendary works of Yuri Poteenko when mentioning the soundtrack, who set the highest bar for the entire original game series! But...[/p][p]Few people know, but the maestro didn't write all compositions for the series. At the time, developers looked for composers in the "folk" environment for musical design of new locations. This is how "Wodan's Road - Dana's Song" became the original game's main theme, and their composition "Tavern" settled forever in inns. The musical themes of the City of Abandoned Ships itself and Tenochtitlan were composed by Nikolai Makarov. Starting to guess where we're going with this?..
[/p][p]Musical Soul of the City[/p][p]This brief historical excursion leads to an important announcement. As part of the reimagining, collaboration began with composer Nazar Balutin — who created many compositions on pirate themes. One day he approached us with a proposal: "I had an idea to make a remake of the City of Abandoned Ships soundtrack". And off we went...[/p][p]And as usually happens with us, the idea grew into large-scale and meticulous work. Through countless demo recordings and brainstorming, we arrived at a unified concept based on two innovations:[/p]
  1. [p]Dynamic Sound: Music changes along with story progress. From mystery and melancholy at the beginning, to gloom closer to the finale.[/p]
  2. [p]Adaptive Arrangement: On the City streets, all instruments merge into one powerful composition. And in certain interior locations (residence, church, living quarters), their own instruments come to the forefront, changing accents in the already familiar melody.[/p]
[p]We prepared a special video demonstration for you. Listen to the updated sound! [dynamiclink][/dynamiclink][/p][hr][/hr][h3]📢 What's Next?[/h3][p] The updated Island of Justice awaits your arrival! And we continue working on the game tirelessly. Follow the news and tell us in comments what you'd most like to see in Age of Pirates.[/p][p]And finally... They say that after years at sea, your vision gets blurred... The truth lies not only in words, but in what surrounds us. You just need to look closely at familiar walls and decks.[/p][p][/p][p]Fair winds, corsairs. See you very soon![/p]

Developer Diaries — I

All Hands on Deck! No Quarter Given!
[p]
Ahoy, corsairs! Today we'll discuss the RPG system from the original COAS and its controversial aspects. We'll cover it comprehensively, but without excessive details and technicalities. We'll also tell you how we've tried to address some of the problematic areas.[/p][p][/p][p]Improvements in brief:[/p]
  • [p]All PIRATES stats now affect gameplay;[/p]
  • [p]Improved personal and ship skills;[/p]
  • [p]Rebalanced abilities (perks);[/p]
  • [p]Expanded ship officer functionality;[/p]
  • [p]Added a new parameter — Character Traits.[/p]
[p]In "Caribbean Legend", BlackMark Studio took the path of almost completely reimagining the RPG system. We (ReCon Team) in "Age of Pirates" aimed to expand and build upon the original ideas while not drastically changing its core concept.[/p][p]For newcomers, this will serve as a manual for our RPG system, and veterans of the series will find plenty of useful discoveries. But first — add "Age of Pirates" to your wishlist! [/p][p][dynamiclink][/dynamiclink] [/p][hr][/hr][h2]Chapter I — Attributes[/h2][p]Character development directly depends on initial "P.I.R.A.T.E.S." attributes. Attributes are measured from 1 to 10, and players can distribute values at the start of the game from 3 to 10 out of a total of 42 points. You can set some to maximum 10, others to minimum 3, thus defining unique character development tailored to your playstyle.[/p][p][/p][p][/p][p][/p][p]Sounds good... but here's the problem: some of these attributes simply did nothing in the original CoaS. Let's take a closer look:[/p]
  1. [p]Power — important at the start due to additional carry weight and influence on melee weapon skill progression. Debatable, but better than nothing.[/p]
  2. [p]Insight — provided nothing useful, yet it's an entire attribute! Now it will affect: — interaction range with encounters on the global map: easier to evade pursuers, communicate with allies, and avoid storms; — finding hidden items and stashes; — some skill checks in quests.[/p]
  3. [p]Reaction — one of the most important attributes for a combat build — the amount of energy that heroes often lack.[/p]
  4. [p]Authority — only affected the number of officer slots, and the name poorly reflected the original purpose and functionality intended for a Charisma analogue. In Caribbean Legend devs decided to make it a skill, but we went further.[/p][p]Authority really doesn't sound right and isn't suitable for an almost static and innate attribute. We need a more comprehensive word, on par with Charisma, while keeping letter "A".[/p][p]The solution was found:[/p]
    [p]A = Allure[/p]
    [p]Allure opens up opportunities for character interaction in social spheres and quest variability. It proved very useful and convenient for our writers.[/p]
  5. [p]Talent — determines the speed of character rank growth and the number of abilities gained. The problem is that this attribute is actually quite controversial. You're simply choosing the game's pace, since with auto-leveling most enemies will level up along with your character, and some enemies you can never outpace anyway. And ability points are always plentiful.[/p][p]For now, to increase its value, we've optimized equipment auto-leveling for generated enemies and added skill checks to certain situations.[/p][p]Perhaps in the future this attribute deserves even more attention.[/p]
  6. [p]Endurance — affects health point gain and carry weight. A crucial attribute for fighters alongside Reaction, so it doesn't need major improvements.[/p]
  7. [p]Success — let's settle the debates once and for all. Here's what it mainly did: [/p][p]— gave a chance to get more loot (not better), and this doesn't apply to unique items. Instead of 25 pieces of trash, you'd get 50; [/p][p]— reduced crew deaths from epidemics (part of this mechanic was cut from the original game); [/p][p]— reduces rat activity.[/p][p]Not much, and the Luck skill only confuses players. It's like having a Power attribute and a Strength skill.[/p][p]We've made it so that in some activities, Success can bring you extra loot. In the future, after release, the Success/Luck issue will be resolved with a new character skill.[/p]
[hr][/hr][h2]Chapter II — Skills[/h2][p]
Character skills are divided into personal and ship skills. Reaching threshold skill values increases available points for upgrading abilities.[/p][p][/p][h3]Personal[/h3][p]These are personal character skills that only affect the character themselves. We won't focus too much on them, as these skills work and have no obvious problems.[/p][p][/p][p][/p][p][/p]
  • [p]Authority — mainly useful for hiring crew, now renamed to "Leadership".[/p]
  • [p]Luck — works great in many situations, but having Success as a duplicate is confusing.[/p]
  • [p]Stealth — responsible for stealth mechanics, which worked very poorly in the original. We've comprehensively improved this mechanic. We'll show the changes in future dev diaries.[/p]
  • [p]Light/Medium/Heavy Weapons — level up as you deal damage to enemies with melee weapons and don't require attention.[/p]
  • [p]Pistols — renamed to the more comprehensive term Firearms and levels up as you deal damage to enemies with firearms. [/p]
[hr][/hr][h3]Ship[/h3][p]These are officer skills that affect the ship and its crew. The situation here is somewhat worse.[/p][p][/p][p][/p][p][/p]
  • [p]Navigation — the most important skill, as sailing a ship of a certain class requires a specific minimum level. We may increase navigation requirements for some ship classes.[/p]
  • [p]Accuracy — affects broadside accuracy against enemies. Ballistics in naval battles has been reworked, so a good cannoneer with this skill leveled up will come in handy. In the original, the difference between 70–100 Accuracy points was barely noticeable.[/p]
  • [p]Cannons — only affects reload speed and volley coordination. We may also add reduced wear on ship cannons.[/p]
  • [p]Boarding — let's dispel another myth: this skill doesn't affect boarding combat quality. It only affects boarding range and angle, as well as the chance of ship surrender/plunder. We've also added a small bonus to some mechanics.[/p]
  • [p]Defense — only concerns crew preservation and their ability to survive, not physical ship protection. This causes confusion, especially for newcomers.[/p][p]By abilities (perks), two officers are responsible for ship defense: Carpenter and Doctor, but in practice only the Doctor.[/p][p]Crew preservation on the ship should typically be the responsibility of the Boatswain or First Mate. The latter isn't in the game, though they wouldn't hurt, while the former already handles Boarding.[/p][p]In the end — it's all quite confusing. Healing or Medicine would be more appropriate names.[/p]
  • [p]Repair — allows passive ship repair. Not the strongest skill, though it's offset by strong perks in the Carpenter branch.[/p]
  • [p]Trade — affects not only trading but most money operations and various deals. Therefore renamed to Commerce.[/p]
[p]
[/p][hr][/hr][h2]Chapter III — Abilities[/h2][p]
Also known as Perks! The following discussion is more for experienced players who've played the original. Let's clean out these Augean Stables:[/p][p][/p][p][/p][p][/p][h3]Lack of Build Variety[/h3][p]Character progression always followed one well-memorized pattern. Build variety essentially didn't exist. BMS fixed this problem in Caribbean Legend, but we'd like to solve it our own way in the future - less radically. Besides, weapon and combat balance in Age of Pirates is significantly different.[/p][p]
For now, we can only assume we'll stick to classic archetypes: tank, damage dealer, leader, and shooter.[/p][p]At this point, we wouldn't want to break the original experience before release. We want to understand together with you which direction to take on this matter. But we'll address this thoroughly much later.[/p][p]
[/p][h3]Illogical Progression Structure[/h3][p]1. Personal Perks had numerous problems in the original, which we've addressed:[/p]
  • [p]Offensive perks depended on defensive ones. Now these branches are separated up to a certain point.[/p]
  • [p]Iron Will was among personal abilities. Now the perk has logically moved to ship abilities.[/p]
  • [p]Musket Salvo required the Boatswain to level unnecessary perks. Requirements will now be different.[/p]
  • [p]Trustworthy required Trade and Iron Will perks. Requirements will now be different, as will the name - Art of Deception.[/p]
  • [p]No abilities for pistol and musket enthusiasts. Now there are new perks for pistoleers and musketeers.[/p]
  • [p]Excellent Health required advanced defense. Now depends on Growing Health.[/p]
  • [p]Berserker — an imbalanced perk that required only 2 basic perks. Nerfed it and renamed it to Rage. We're tightening requirements; you'll have to sacrifice something and make a choice: either defense or offense.[/p]
  • [p]Cuirass — the culminating perk in the defensive progression branch. Logical, however the Professional Fencer ability is much more attractive. Therefore cuirasses become available to players too late.[/p][p]We'd like to allow characters to wear cuirasses even without the perk leveled, but with some penalties.[/p]
  • [p]Moonlighting and Jack of All Trades — broke the balance of the Allure attribute (formerly Authority). This attribute's value was already low, and these perks finished it off completely. So we've cut and rebalanced them without hesitation.[/p][p]Now their new mechanics work like this:[/p][p]- Moonlighting: an officer can simultaneously be assigned as any one naval specialist (e.g., cannoneer or doctor) and a boarding fighter.[/p][p]- Jack of All Trades: can simultaneously be assigned as any two naval specialist + boarding fighter.[/p][p]To maintain balance, these perks will only be available to certain unique officers and free captains.[/p]
[p]
And this is only part of what's been improved in personal abilities.[/p][p]2. Naval Perks — let's examine them through the lens of officer positions: [/p]
  • [p]Navigator — the only progression branch with few complaints: has many useful perks, good progression sequence, relevant at all game stages, gives the captain crucial Navigation, and even has an ultimate ability (more on that later).[/p]
  • [p]Boatswain — if you think this branch was in perfect order, you're mistaken. The only useful things were Musket Salvo and boarding ships at almost any speed and angle. That's decent, but...[/p][p]Progression is implemented illogically, and they barely affect crew and boarding process. Yes, their perks remain useful at all game stages, but the sequence of obtaining them and the final development ceiling suffer. Additionally, they lack a culminating ultimate ability.[/p]
  • [p]Doctor — previously didn't feel like a full position. We've fixed this by adding about 10 new balanced perks to the doctor branch. Progression for this officer feels much better now, and they even have an ultimate ability.[/p]
  • [p]Purser — the situation was similar to the doctor, with the only difference being they initially had greater value thanks to the Commerce skill. Now we've improved progression and structure, adding around 10 perks in total.[/p]
  • [p]Carpenter — this branch initially had far fewer problems, and the officer was always in demand among players. However, it felt somewhat unfinished. We've fixed this too by adding several new perks and building a more logical development structure with an ultimate ability.[/p]
  • [p]Cannoneer — reminds us of the carpenter situation: a decent progression branch and a relevant officer throughout the game. However, they're still missing something - both regular perks and an ultimate one.[/p][p]For example, abilities could be added for reducing cannon explosion risk or increased damage to forts.
    [/p]
[hr][/hr][h3]Lack of Ultimate Perks[/h3][p]By this we mean a unique perk that becomes available only to the main character after fully leveling a specific perk branch. There was only one such perk in the original game — "Master of the Seas".[/p][p][/p][p]We believe ultimate perks should be added for all naval specializations to provide players with progression variety.[/p][p] [/p][h3]Non-Functional Hero Archetypes[/h3][p]The main problem is that archetypes (corsair, merchant, adventurer) provide almost no unique bonuses, limited to non-unique perks only. This could be solved with starting unique abilities. But...[/p][p][/p][hr][/hr][h2]Chapter IV — Traits[/h2][p]We'd like to move away from the starting class system (in the author's opinion — it's just backstory and nothing more) and offer you our vision from ReCon Team, where players develop characters from scratch and fully customize them to their gameplay style. Therefore, the solution to this problem could be introducing a new character parameter — "Traits"![/p][p][/p][p][/p][p][/p][p]Experienced players know that the original game had hidden character bonuses. For example, pirates received a unique hidden perk for contraband trading; female officers could be romance options, and the main character and experienced NPC fencers had a hidden "Energaiser" perk.[/p][p]Now all this information becomes transparent and accessible thanks to an additional tab in the character interface.
[/p][h3]Core Concept[/h3][p]These are special knowledge and character properties, much more powerful than perks. Traits cannot be previewed or chosen in advance; they can only be obtained at start and during gameplay.[/p][p]Most importantly — traits can be negative! They come in two types: Static and Dynamic.[/p][p][/p][h3]Dynamic Traits[/h3][p]If a character stops meeting the trait's requirements, it disappears, and vice versa.[/p]
  • [p]Habits: alcoholism, gambling, kleptomania, etc.[/p]
  • [p]Relationships: friendship, enmity, romantic relationships, etc.[/p]
  • [p]Appearance: attractiveness, physique, sickly look, etc.[/p]
  • [p]Moral Qualities: kindness, reputation, faith, etc. [/p]
[h3]Static Traits[/h3]
  • [p]Origin: race, gender, social status, family.[/p]
  • [p]Personality: basic character traits such as optimism, pessimism, pacifism, bravery, cowardice, loyalty.[/p]
  • [p]Innate Abilities: talents, predispositions, special physical characteristics.[/p]
  • [p]Backstory: events that shaped the character's personality before the game starts. [/p]
[p]Overall, traits really enliven freeplay and don't break the original City of Abandoned Ships concept. A basic version of this mechanic will be available at release, and we plan to develop it further post-release.
[/p][hr][/hr][h2]Questions?[/h2][p]
Our game announcement made quite a splash, and recently we posted answers to the community's most popular questions. We've surely missed something, so if you want to get something out of ReCon Team or clarify anything about the RPG system — head to the comments![/p][p]
[/p][p]:jollyr:[/p]

Q&A

[p][h2]Ahoy, sea dogs!
[/h2]

It's been a week since the Caribbean Legend: Age of Pirates announcement – and we're here to answer your questions! This post compiles answers to the most frequently asked ones.

And of course, don't forget to add the game to your Steam wishlist! It's the best way to support the team and not miss the release.[/p][p]
[dynamiclink][/dynamiclink][/p][h3]Did BlackMark Studio abandon their project and is releasing a new game instead of patch 2.0?[/h3][p]No, Age of Pirates is being developed by ReCon Team. BlackMark Studio only acts as the publisher, provides technical support for the engine, and continues working on their own game as before.
[/p][h3]Is ReCon Team qualified enough?[/h3][p]This is the most talented team in the modding community. The speed at which they completed the engine transition, made translations, and passed Valve's build verification shows they're ready to one day grow into a full-fledged studio. As publisher and franchise owner, I have complete confidence in them. – Joruba
[/p][h3]Now that you have a publisher, do you still have creative freedom?[/h3][p]There's a minimal list of necessary things we must implement legally in Age of Pirates. These primarily relate to controls, tutorials, and QoL features. Otherwise, BlackMark Studio stated at the contract signing stage that they don't intend to interfere with our vision for the project.
[/p][h3]What's the price?[/h3][p]Still being discussed. There will be a discount for Caribbean Legend owners.
[/p][h3]So what's the difference between Caribbean Legend and Caribbean Legend: Age of Pirates?[/h3][p]First, the name. Second, if CL has a 30/70 freeplay-to-story ratio favoring the story, we have the opposite. If you love sandboxes, want a female protagonist, and are interested in letters of marque and colony conquest, then Age of Pirates is definitely for you.
[/p][h3]How does Age of Pirates differ from CoAS and global mods?[/h3][p]Besides porting technologies and some useful features from Caribbean Legend, AoP will include fresh updates from ReCon Team such as: [/p]
  • [p]improvements and reworks of original quests;[/p]
  • [p]enhanced RPG elements;[/p]
  • [p]a female protagonist;[/p]
  • [p]restoration of cut content;[/p]
  • [p]new gameplay mechanics and QoL features;[/p]
  • [p]new locations and characters;[/p]
  • [p]improved graphics;[/p]
  • [p]localization into numerous languages.
    [/p]
[h3]So not all features from Caribbean Legend will be ported to Age of Pirates?[/h3][p]Exactly. These are different games, and we strive to maintain a unique vision and different style for each.
[/p][h3]Will there be high-resolution texture improvements?[/h3][p]If we manage it, by release; if not, after. The ReCon Team wants to take an alternative approach to texture improvements, preserving the original's visual identity while enhancing visual quality. [/p][p][/p][h3]Is the interface shown in the trailer final?[/h3][p]No. The interface will continue to be refined.[/p][h3]
Will there be updated ships, characters, and locations from CL?[/h3][p]Some locations – yes. Characters and ships – no. The AoP ship roster differs in balance, composition, and number of ships. We don't want jarring inconsistencies in visual design. I'll repeat: our goal is to preserve the game's unified style and not turn it into a hodgepodge.
[/p][h3]I love Captain Blood and his storyline, but I want to see it developed further![/h3][p]The ReCon Team, consisting of longtime series fans, wants this very much too. This will be one of our priority goals after the game's release.[/p][h3]
Why did you choose the name Age of Pirates?[/h3][p]A: Most of our quests revolve around famous pirates such as: Peter Blood, Henry Morgan, Edward Low, Bartholomew Roberts, John Morris, Mansfield, Roche Braziliano, and Bartolomeo el Portugues. If that's not the Age of Pirates, what is?[/p][p][/p][h3]Will other characters have storylines?[/h3][p]No. Only Peter Blood's storyline will be available at release.[/p][h3]
Will there be new quests?[/h3][p]Yes, a short time after release.[/p][p][/p][h3]Will other female characters from the series be adapted to the new controls?[/h3][p]At release – only Danielle Greene. Beyond that – anything is possible.
[/p][h3]Will there be a remaster of the first Sea Dogs?[/h3][p]No, but there will be a pleasant surprise for fans of that game in Age of Pirates.[/p][p]
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