Corsairs to each their own leveling guide. Corsairs: To each his own (2012). Headache for nerds

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General discussion and questions on the passage
The older one was smart. The youngest son and so, and so. Basically, he was an idiot.


Ahoy, brave sailors and adventurous adventurers! Welcome to our little tavern at the end of the world! Grab yourself a pint of selected rum and make yourself comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories of adventures that await us, ordinary corsairs, on the way to legendary treasures! Do not skimp on words! Share your experience with green cabin boys who have not yet smelled the smell of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a long calm! Help me choose a ship to make world travel or tell me a couple of tricks that will help the young corsair become a marine legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.
Compared to other parts, the player is very tied to the time. He has almost no time left to engage in piracy, trade and side quests for his own pleasure. The success of completing tasks for a while depends on banal luck with a fair wind, plus there is a bug when using the "sail to ..." command takes much less time than sailing to the same point on the world map.
The only thing that pleased in this game is the trade. It really became really earn money.

I recently deleted this game, although I also played for several months, then I abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and therefore personal abilities are earned less often.


But with ship skills it is more difficult. I still use the skills of navigators. Fortunately, quest officers have a high level of skills.

In general, the game is unrealistically difficult. Quest time limits are too steep, opponents are at first crazy (only with the help of forts he could gouge), and from the very first minutes of going to the open sea at the beginning of the game you immediately meet with entire squadrons of the enemy. Natural tin. Moreover, I am infuriated by the impossibility at the beginning of the game (until you pump the skill of raising the flags or buy the patent of the West India Company) to carry out missions to deliver some passengers and ships to the Spanish coast. And almost all the characters met at first (at least in my case) ask exclusively for the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.

Yes, I don't like it either. I know that in the course of the game this should be. In the same Kaleuche, in my opinion, everything is based on this. But haven't met yet. I don’t know yet whether every Luger officer will have to buy in order to keep them. For from the passage I saw that only one of them survives. I mean Mary or Rumba, depending on who you take. And yes, it's a pity that both can not be taken.

I liked the game, especially the story. He is beyond praise. So many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they awarded all the NPCs with a real, lively character. I think even Stanislavsky would not have found something to complain about.
Bright, dynamic battles that even at the end of the game make you tense up and sweat. Although a beginner (like me, for example, who had only played the first Corsairs before), the game will seem too difficult even at an easy level. However, you can adapt, you just need to devote more time to the passage.
However, it was not without its downsides. The Storm engine is cunning and merciless, always starting to fail at the most crucial moment. Although, oddly enough, I had crashes less often than the rest.

Personal skills are pumped quickly enough. Fencing in general can be pumped by stupidly making your way overland to the Spanish fort (while noble hidalgos treat the character no better than a piece of impartial) and cutting down everything and everyone on the way. A couple of real time clocks and you're already at a hundred. It is better not to go to pirates with such things.

On older versions, I remember, this was really possible. In the latest version, they cut off such a freebie. Skills are pumped, but extremely slowly, only on assignments experience drips.

In fact, there is an opportunity to take both, though not forever, and even then with restrictions.

There is nothing difficult, just replay the entire Pirate Saga.

Spoiler

in order to take Mary on the second visit to the OS, it is necessary to make sure that the prophecy of the gypsy woman, which Helen tells about, does not come true. That is, it is necessary either not to return the chest with doubloons, or to name Helen by the name of her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Ellen leaves at the end. Naturally, you won't be able to choose between the two, only Mary.

Personally, for me, the positive in this part is much more than the negative. In every aspect of the game, the work of developers is visible, which cannot be said about many AAA projects that are driven by commerce, not the idea. The only thing to criticize is the engine, which, unfortunately, is not always able to function normally on XP + systems.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.


That's it, that there is very little time for a free game, except perhaps only at the stage of collecting a million pesos (if collecting these pesos is not through a quest " dutch gambit", but through trade and piracy).

That's right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the Dutch Gambit quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be violated several times. Also, after passing the Pirate Saga, you can freeplay for at least ten game years, which will not affect the plot in any way. How much more free?
If for example take standard system from the GPC, where the GG immediately after the respawn is engaged in a free game - of course, there are differences, but not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who the hell knows when something will fall off of it.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.

The system not only has the right to life. So she's totally awesome! She is logical and consistent. Just by doing what you are supposed to do, you increase the skill. Truth in recent times I prefer the help of gypsies. Because some skills I still don’t understand how they are pumped. For example, the same secrecy. And for some quests, this stealth is a necessary skill.

Compared to other parts, story quests have appeared that require completion by time, but this does not mean that you cannot choose the right moment for free play in between these quests

Can. But it's very hard to be honest. And the plot doesn't let go.

That's right, fencing used to swing beautifully during boarding battles with captains and the enemy team, but now for this you need to save/load to generate duel quests in cities and hunt local bandits, and fencing is barely growing.

Here fencing improves faster than other skills. Moreover, local bandits are not so rare to come across. Yes, and I often try to board an enemy ship by boarding than to flood it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my swordsmanship and shooting skills are fully pumped. But with the rest, everything is less rosy. Some have not even grown to 50%.

Lord. As a fan of the series with a 7-year-old (already now it became scary) experience, I read your posts with interest.
Let me first say a few words about how this game came into existence. There was (however, it still exists) such a team of enthusiastic players, Black Mark Studio, which made a global modification to the "City of Lost Ships" (the previous game in the series) - mod-pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, "To each his own". Some ideas of the addon (for example, generated quests) were tested on the modpack. The addon was supposed to have three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what the result was, she decided to publish this project as a separate game. This is how "Corsairs: To each his own" appeared. In the first version of the game, there is a story only for Charles de Maur, since there was no time to finalize the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLS ("Kaleuche" and "Last Lesson"), the third is on the way - "Under the Black Flag".

Here's the thing. The previous game in the series, "City of the Lost Ships", was focused mainly on freeplay. Actually, the players froze enough. The developers of the KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone anywhere - between story quests, you can have fun as the player wants.

Well, this game feature was known again in the GPC

But this surprised. It is believed that in the KKS freeplay, the emphasis is on piracy and generated quests. Trading has become more difficult than in the GPC.

In one of the updates, pumping on the soldiers in the fort was cut. Specially, in the framework of the fight against the dull-witted. As the developers explained, the leveling of the hero goes well in the course of side and generated quests - and this reveals the game more fully than the endless massacre for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (the key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate into enemy cities), it is worth pumping the branch of navigational abilities - its final perk allows you to ignore unnecessary skirmishes on the global map.

What pleases - the plot of the KKS is organically intertwined with the plots of, perhaps, all previous games in the series. From the second, third and GIC - for sure.

When it's pirates drowned ships? It's not profitable

It's strange why. At the expense of unique goods, rich capital is earned by trade in an elementary way. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell where they are considered unique. And if there is still an officer with a pumped trade, then in general everything is super. Trade is complicated by the fact that there are many diplomatic barriers in the game.
After passing one story quest, in almost all cases, they immediately give the next one. And if we take into account the fact that the completion of the quest is limited by the time frame, then there is simply no time left for freeplay.

Corsairs To each his own Character characteristics Personal skills
Charisma is the ability to persuade and captivate people. Affects the outcome of game events in situations related to the personal charm of the character or his reputation. Depends on Leadership and Learning (A*0.9+T*0.1)
Rapiers and swords. Ability to handle rapiers, swords and other hand tools, small in size. Depends on Reaction and Perception (R*0.9+1*0.1)
Sabers and swords. The ability to handle sabers and similar curved cutting and piercing weapons that require not only strength, but also a certain skill. Depends on Strength and Reaction (P*0.6+R*0.4)
Broadswords and axes. The ability to handle heavy broadswords, axes and rare swords requires remarkable physical strength. Depends on Strength and Endurance (P*0.9+E*0.1)
Pistols and muskets. Ability to use personal short-, long- and multi-barreled firearms, Requires dexterity and a certain amount of luck. Depends on Reaction and Luck (R*0.5+S*0.5)
Luck. Fortune. She is luck. Needed everywhere and for everyone! Depends on luck.(S)
Stealth. The ability to slip past enemy guards, evade pursuers in the endless ocean desert, or, like a bolt from the blue, fall on a careless enemy. Depends on Luck and Perception (S*0.5+1*0.5)
Corsairs To each his own Character characteristics Ship skills
Navigation. The ability to navigate a ship through storms and thick fog. Ability to use navigational instruments and manage squadrons. The largest and most formidable ship will fly like a bird, easily obeying the firm hand of an experienced skipper. Depends on Perception and Learning (G0.2+T*0.8). A certain class of ship requires a corresponding minimum Navigation level: class 1 requires 95 navigation, class 2 requires 80 navigation, class 3 requires 65 navigation, class 4 requires 45 navigation, class 5 requires 25 navigation, class 6 requires 01 navigation. The lack of the Navigation skill leads to a decrease in all the skills and characteristics of the hero (the so-called "minuses", the appearance of negative penalty points in the characteristics). The penalty value is defined as the difference between the current and required Navigation value, in classes. For example, you have a navigation skill of 50 and personal skills of broadswords and axes of 35, you began to use a ship of the 2nd class, all your skills are reduced by 30 points, now the skill of broadswords and axes is 5 points.
Accuracy. One of the most necessary qualities for those who surf the sea. A real captain will not waste his ammo to scare away all the fish in the area. Every zapp is on target! You can't do without Perception and Luck here (l * 0.8 + S * 0.2)
Guns. Cleverly equip the gun and, while the echoes of the shot have not yet subsided among the bulkheads, ban-equip-direct again, not forgetting to douse the barrel with water in time, cool it ... nothing more - load, pickle, salvo! Depends on Learning and Sipa (T*0.6+P*0.4)
Boarding. As accurately as possible, bring the ship to the enemy side, throw the crampons the first time and fall like an avalanche on the trembling enemy, rush along the decks like a hurricane, etc. take the enemy ship with a well-deserved prize with minimal losses! All this requires considerable skill and experience, but rich production will easily pay off all efforts. Enables Reaction and Learning (R*0.7+T*0.3)
Protection. Day after day, the crew “gets used” to the ship, and now each sailor is worth a dozen newcomers. Protecting your people during the battle, preventing them from dying stupidly and senselessly is the task of a good captain and a clever strategist. Endurance and Leadership are equally important for mobilizing the crew to defend the ship! (E*0.5+A*0.5)
Repair. When cannonballs rain down on a ship in a merciless hail, smash the sides to pieces and turn the sails to tatters, when the tired hull trembles and groans under the blows of the merciless elements, and the wind tears the rigging like threads, Repair becomes the most important of the ship's skills. Endurance is critical, then Perception
(E*0;8+1*0.-2)
Trade. The ability to profitably sell tomorrow what I bought yesterday on occasion. Knowledge of profitable trade routes, business acumen, careful accounting and a strong, capacious hold are always in the hands of an enterprising person. Learning and Leadership decide everything (T*0.8+A*0.2)...
Reputation. Reputation reflects the attitude of society towards the character. The reputation of ordinary characters is unchanged throughout the game: it is believed that their temper has already developed and they are rather monotonous in their behavior. From all the rest of the main character is distinguished by Authority, Fame and Honor. The fame of the hero fades over time, and the actions are erased from the memory of people. The bad is forgotten worse, the good faster. If you do not take any serious actions, then the hero will be perceived by others as an "unknown adventurer". Authority, Fame and Honor distinguish the main character from all other game characters. Authority is the assessment of the hero by his environment (primarily by the crews of the ships that are part of the protagonist's squadron). If the Captain's Authority has fallen critically, he is presented with the Black Mark and offered to resign voluntarily or forcibly. If the Authority is high, the crew united around the commander can withstand any test with faith in the future! Fame shows what is the popularity, celebrity, glory of the protagonist. Any doors will open before a famous person, fans are looking for his attention, and opponents tremble at the mere mention of his name! A real hero cannot escape from the nobility of spirit, altruism and high aspirations. From God's commandments and human laws. Honor shows what your hero tends to most often. Honor grows as he saves the world and its inhabitants. Or falls to the most ugly depths, from broken promises, committed violence and villainy. Honor depends on the actions of the character and, in turn, affects how they are perceived by other actors in the game. However, if the hero leads a monotonous and measured way of life, chooses the least risky solutions, travels alone in the desert seas, his Honor and Fame go like sand through his fingers, striving for a neutral and uncomplicated middle. In the game, community memory is short, averaging less than half an in-game year.
Corsairs To each his own Cannons, coolers on your ships


3 pound guns
Deck guns equipped with a turret. They have the greatest mobility and, due to their small size, the smallest force and distance of destruction. They are often equipped with a replaceable breech, allowing for quick reloading. Range - 350, damage - x 1.0, reload - 10 sec.

6 pound guns
Small guns, very popular on courier and merchant ships due to their light weight and ease of maintenance. Range - 450, damage - x 1.5, reload - 19 sec. Weight 6 c.

12 pound guns
The main guns of the small navy, capable of firing at high elevation angles, which significantly increases the effective combat distance. They have high reliability. Range - 550, damage - x 2.0, reload - 31 sec. Weight 11 c.

16 pound guns
Modern guns of the French type. Thanks to their progressive design, they inflict more damage and at a greater distance, compared to ordinary half-cannons, slightly inferior to them in terms of loading time, reliability, and somewhat superior in weight. Range - 600, damage - x 2.5, reload - 40 sec. Weight 16 c.

20 pound guns
Guns of the largest caliber, allowing the use of red-hot cannonballs on a ship, which significantly increases damage to the enemy. However, the length of the barrel leads to a noticeable increase in their weight. Range - 650, damage - x 3.0, reload - 48 sec. Weight 20 c.

24 pound guns
The most balanced guns in terms of the ratio of the main technical indicators. Enjoy well-deserved popularity on military and expeditionary ships. Range - 700, damage - x 4.0, reload - 56 sec. Weight 29 c. pack 1 pc.

32 pound guns
Large-caliber heavy guns suitable for bombarding fortifications. Deals devastating damage to the hull. Range - 650, damage - x 5.0, reload - 61 sec. Weight 40 c.

Half culverins
Long-barreled 8-pound guns on a special machine with a powerful frame and solid wood wheels... They have an increased firing range. Usually used for barrages Range - 700, damage - x 2.0, cooldown - 35 sec. Weight 16 c.

Coolerins
Medium 18 pounder long range guns suitable for use on relatively small vessels. Despite the striking distance of the battle, they are distinguished by their incredible weight and duration of equipment. Range - 850, damage - x 3.0, reload - 52 sec. Weight 32 c.

Ballistic diagram of all guns. To try and compare culverins and 32 pounders in combat, you will see that range is not as important as lethality.

Recently, Mikhail Naritsa and Maxim Kulakov hosted two streams of Corsairs: City of Lost Ships, the penultimate part of the cult pirate series of games. In this blog, I will tell you about the latest installation of the saga - "Corsairs: To each his own!".

For the sake of atmosphere

To begin with, let's take a short historical digression, for those who are unfamiliar with the series. Corsairs is an Action/RPG with open world strategy elements. The series has five official games, as well as a number of additions.

The first game of the franchise, developed by Akella, was released in 2000 and became a commercially successful project for the Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was linked to the first Pirates movie. caribbean and was released in 2003 to lukewarm reviews and comments. The third part was released in 2005 and was almost universally denounced by both critics and players for its buggy nature and weak storyline.

Further, the series passed under the development of Seaward, which previously dealt with fan mods for the second and third games. And oddly enough, but two worthy games came out of the hands of amateurs - "Return of the Legend" and "City of Lost Ships" (both 2007). The latter became a global refinement of the previous part and brought the game mechanics to mind. The fourth Corsairs, according to the promises of the developers, were supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it never came out.

In 2012, Corsairs: To Each His Own! (KKS for short) developed by BlackMark Studio, formerly fan-made add-ons. And, in fact, this is the patient of our review-analysis. KKS is a light attempt to rethink the "City of the Lost Ships" (CPC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



Gameplay consists of three modes. The first is land. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights during boarding and plundering colonies. In this mode, the hero explores the land, communicates and fights NPCs.

The combat system is interesting and complex. The player can inflict different types strikes with melee weapons, depending on the situation. Surrounded by opponents - circular strike, the enemy sat in the block - punching. In addition, the hero can equip firearms - both muskets and pistols. The former are more powerful, but take longer to recharge and are useless in close combat, while the latter recharge faster but are weaker. Reloading is automatic. In addition, the hero can equip amulets that will give an increase in skills.

The second stage is tactical. In this mode, the hero controls the ship, participating in naval battles with other ships and forts.

Vessels are divided into 7 classes: from a tiny tartan to a giant manowar. Ships have three "health" scales: plating, sails, crew. Damage to the hull will sink faster, slow it down to the sails, and on command will make it slower to reload guns, control sails, and also reduce the number of fighters during boarding.


The third allied ship is not visible, because he knows where the hell is due to a bug

Ships of even the same type are not of the same type and may have different characteristics. Among them are guns that differ in appearance and caliber. The larger the caliber, the greater the damage and weight of the guns, the type affects the range and reload.

The movement of the ship is affected by the wind, some ships go better with the wind, others perpendicular to it. In calm, of course, everyone swims slowly.

The third mode is strategic, in which the hero travels on a global map, which is the Caribbean archipelago with part of mainland America. The player encounters encounters that are pirates or ships from one of the four nations; in addition, the player can get caught in a storm. In the event that a player enters into a confrontation (both with NPCs and with the elements), he is transferred to tactical mode, which, in turn, in the event of boarding, goes into land mode.

Character leveling



Characteristics are represented by the PIRATES system: Strength, Perception, Reaction, Leadership, Learnability, Endurance, Luck. They affect the character's skills, giving an increase to certain points. A strong hero hits harder and carries more things, the leader has a better team and officers.

In this part, the characteristics only affect the initial stages of the game, since it has an extensive plot and is not focused on freeplay. And this means that the developers are forcing you to be a terminator, both land and sea. Which, in turn, gives little space for acting out, since the plot is set on rails, which, however, sometimes offer the player a very serious choice.

Abilities are divided into land and sea. The former are responsible for all sorts of increases in stamina and health, are responsible for the ability to handle pistols, and so on. Pumping ship abilities allows you to open up new opportunities in naval combat. Boarding will allow you to capture ships from a long distance, inflict preliminary damage to the team with a musket salvo, carpenter skills will allow you to effectively repair a ship in battle, and so on.

However, before using ship skills, you need to hire the appropriate officer with the same skill. Pumped bonuses to damage from guns? Kindly appoint a gunner with the appropriate ability. In addition to the gunner, the ship has the following officers: navigator (speed, maneuvering), boatswain (boarding), doctor (protects the team in battle), treasurer (trade), carpenter (repair) and three boarders who accompany the hero on sea and land. Officers can combine up to three positions on a ship with the appropriate skill. In addition, passengers and prisoners can be transported on the ship.

And finally, the skills of the hero. They are also divided into personal and ship. Individuals are responsible for handling different types melee and firearms, and are also represented by stealth (responsible for successful sorties to an enemy fort under a false flag), charisma (reputation and leadership) and luck.


Even with 100 luck, the game trolls you like the first Witcher

Ships are responsible for: navigation (management of ships of various ranks and the ship as a whole), accuracy and weapons, boarding, repair, trade and defense. Skills are pumped as in the TES series - by practice.

Difficult? Enough. But, like contour maps, it is not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repeatable quests. They can be issued by prominent figures of the colony: a merchant, a usurer, a shipbuilder, a port manager, a priest, a governor. In the city, NPCs may ask you to transport or escort somewhere, to find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the course of the task. Quests also affect the reputation of the character: failed quests will lower it, which in turn will not allow you to do some things in the game (playing cards with governors, for example), and may also cause officers to rebel if they have the opposite reputation to the player.

So, with a very large introductory part, it’s finally over and you can go directly to “To each his own!” where this blog started.

I must say that I played the game back in the year it was released, in 2012, and then it was, to put it mildly, a disaster. The developers obviously overdid it with hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now it’s 2018, and it would be nice to check not only the presence of qualitative changes in the game (fortunately, it is still supported), its durability, but also the compliance of the series with the realities of current game design standards.

KKS is almost no different from the GPC in terms of the basic part of the gameplay. All the same three modes, the engine is still the same Storm Engine, which overclocked the very first part. However, there are still changes.

Kraft appeared. The player can make potions and other useful items such as amulets, paper cartridges, and a means of determining latitude and longitude. Craft is simple and rather useless, it does not affect the balance in any way and is used, often just because of the periodic need to determine the location.


And then there are grenades, probably

By the way, this is a new mechanic after all. According to quests, sometimes it is necessary to find an island hidden on the global map, or some specific meeting point, which is helped by an astrolabe, a compass and a chronometer. Such an innovation fit in well, it does not cause any particular rage because of the crookedness and, most importantly, it looks appropriate and authentic.

We shoveled the concept of amulets. In their current form, they do not work together from the hero's inventory, but only when they are directly equipped on the character. Moreover, their action is limited in time. Again, this is not a serious innovation and does not have a significant impact on the gameplay, because you can do without them. They are rather a small bonus, which is not essential for a pumped hero.

But a more or less significant innovation is a new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so carrying them in thousands will not work. A new currency is used, mainly in quests and there is not much sense in freeplay from it, since the peso pours generously for both quests and boarding. Doubloons, it seems to me, were introduced only for the sake of extra sticks in the player's wheels. Like so many things in this game.

Compared to the GPC, the ship fleet has slightly expanded in the KKS. New items were added, some colonies were taken over by another power, a little more random events and quests appeared. Slightly changed the F2 window. In short, the developers have touched a little of everything, without hitting any vital organs. Nearly.

KKS after the second "Corsairs" (those that are "Pirates of the Caribbean") made a big story campaign. And it is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Passage of the plot "To each his own!" takes 70 hours including additions. Not counting saves/loads.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of a collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman, Charles de Maur, arrives from Paris in the French colony of Martinique, a typical rake who senselessly spent his life in high society up to 25 years old. He was called to America by a family debt - it is necessary to rescue his half-brother Michel de Monpe from a French prison, in which he was imprisoned for a debt of a million pesos, Governor-General Philippe de Poinsy.

Naturally, everything will not be so simple, even after the protagonist's brother is free. But before that, you still have to go. The game starts with a fairly detailed introduction in which you complete simple quests and get acquainted with the game mechanics. As a result of the starting tasks, you will have a ship, a crew, possibly the first officers and, most importantly, experience in doing business in the Caribbean under control.

Then the macroquest begins, during which the hero earns the coveted million pesos in one way or another. This is one of the few tasks in the game that offers you to choose a side of the conflict. In this case, it is: Holland, as well as two different options for England. And here both the advantages and disadvantages of the fact that the plot is at the forefront begin to emerge.

As already mentioned, the plot is very large, sometimes it even seems to be endless. The plot itself does not shine with some kind of genius, it is rather more interesting for the player to participate in local battles, get from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not existence) you will forget when passing the next quest. Assignments, though elaborated, are quite similar. But, it seems to me, this will not stop the Corsair lover, since the gameplay itself is all the same beloved and unique Corsairs.


Sometimes the game wants to fuck you

But what is the problem is the saves/loads mentioned above. I can’t even imagine how many times I reloaded in this game, according to the statistics at the end of the game - 419, and that’s not counting the fact that I had to replay some moments.

If earlier in the game there were troll encounters and troll storms, then troll wind and troll time were added to them. No, they were also present in the CPC, but here they are driven to utter exhaustion.

The game has an indecently large number of quests that require completion in the allotted time. And everything would be fine, but the wind troll puts sticks in the sails every time, so quest failures due to being late due to a bad wind are a common thing. It's not uncommon for you to seemingly go through a quest and find out that it's been failed for like a month (in my case it was The Pirate Saga) because you were late. And no one tells you that there was any time limit - load an early save, start a few hours of the game again.

And after all, no one bothers the developers to increase the time to complete the quest or one of its stages by several days. No one bothers to add more notes to the ship's log in the spirit of "you need to hurry." And in the end, instead of hardcore, this results in nothing more than a crooked game design. Something like a light version of troll games.

We are not talking about directly passing quests. The game has an indecently vulgar number of situations by type: the hero is left face to face with a crowd of enemies - fight with them. And in the end it's not interesting, but again it's crooked and even funny from time to time, especially if you play shoot-and-run tactics. The only thing missing is the music from "Benny Hill" or I Got You Babe in case of repeated replays of this episode. Or something more authentic, like cutting Chuvash anger.

And you think that's it? Hell yes, the game can throw some surprises, like forcing you to collect some amulets or dueling pistols all over the archipelago. And if the latter is even more or less excusable (no), then the former is a facepalm. And then they will force you to look for all sorts of plates, large pearls and candles. And yes, all this is not something impossible and hardcore, it rather infuriates with its absolutely dull and unoriginal routine.


No, I'm serious, these sweeps of locations alone are complete bullshit.

Let's get back to the plot, which I will now mercilessly spoil. The fact is that it was interesting for me to go through the main quest as a lover of this series, but as a person interested in all sorts of cinemas and other plots, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in history. In fact, it's just another game on the theme "the kid went to success", and that's it. Unless the change of the protagonist and the disclosure of his inner qualities are shown well. And that's it. And the story does not have a core around which the game is built. The hero spends more than half of the plot in subplots, solving other people's problems over and over again. Therefore, it turns out that the story is not about two brothers, but about how one of them wandered around the Caribbean for months, so that the second one would send him on another voyage with one dialogue.

And besides, after crossing the equator of history, the paranormal begins to actively invade the plot. First we have a terrible curse that keeps the pirate on the ground. The woman herself, of course, died a long time ago, and now exists in the form of an almost indestructible corpse that revives other skeletons. Is this not enough for you?

And how do you like a whole Indian island of the dead. Cool? And how do you like the fact that the plot rolls into Indian game associated with the rebirth of the gods and time travel? Wonderful? Of course, because this is so in line with the spirit of pirate adventures, which are quite realistically made, and most importantly, served with a serious tone.

And as a result of the passage of the plot, I have a double feeling. It seemed to be not bad, and it was quite exciting to go through all this, I was pleased with the rare opportunity for a different option for completing the quest. But the crookedness of the game design and the periodic game in the plot make the gameplay sometimes almost unbearable. The main distinguishing feature of the game turns out to be its weakest feature.

What else besides the plot? Yes, all the same endless "corsair" freeplay, in which the player entertains himself, and about which I have already written in sufficient detail above. By the way, the developers decided to get rid of the lines of national quests because of the vastness of the plot.

DLCs ​​for the game cannot offer anything essentially new - they are macro quests for several hours of playthrough with both all the minuses and all the pluses of the main game. It is pointless to talk about them in more detail, and it seems to me unnecessary.

Results



These are the well-developed, contradictory, complex, crooked and unique Corsairs. What about "to each his own"? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, smell like a budget game dev from the early 2000s. By the standards of the series, the gameplay was, in general, the same as in 2003 and 2007, it remained the same. And for a modern gamer, this is by and large a sentence, because the KKS does not forgive the player from the word at all. And some old people or even those who have played before may just get tired of playing the same thing.

The immortal Storm Engine produces graphics that are, by and large, ten years old (at the time the game was released), periodically bugs in such a way that it can ruin the save or crash, and is also not friendly with folding; and I'm not even talking about the periodic appearance of crooked scripts, when something didn't happen as it should, and as a result, you can't leave the location, because everything is locked. And, of course, we should not forget that the dialogues are not voiced, and the gameplay, sometimes, comes to ten minutes of reading the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the production.

The plot, which began for health with realism, slid into a paranormal body, which, to be honest, was not very fun to pass in the final because of the hackneyed tricks in the spirit of the same crowd of enemies per player. However, this is still a good adventure that will entice a fan of such games for more than a dozen hours.

"To each his own!" can offer the same unique pirate experience that no other game has been able to give so far. "Pirates" by Sid Meier and AC IV: Black Flag are light arcade errands, in comparison with which any part of the "Corsairs" seems like a real simulator of the life of a sea wolf.

Therefore, I would advise you to do so. For beginners and those unfamiliar with the series, I advise you to generally forget about the plot in the first passage and engage exclusively in freeplay. And only then, having gained experience, start the plot. I would not advise the old people to hope for some kind of revelation, but I would recommend passing it in view of the fact that there is nothing corny like this on the market - and this game, for all its ambiguity, is able to satisfy the feeling of nostalgia and give at least something new.

And the best Corsairs are still the City of Lost Ships.

Corsairs to each his own General issues Tips
The best means of healing for your character and team is a rest room in a tavern, rest in a brothel, donations to the church.
The more wounds you get in battles, the longer you should rest until there is an inscription near health, excellent.
It's very difficult to fight at the beginning of the game, use the NAM +, - keys to slow down the fight.
At the beginning of the game at sea, the main task is to at least just shoot, you won’t hit right away, so you first need to develop your skills.
In battle, on the shore, develop skills for all types of weapons.
Try not to rest outside the tavern.
Sailors can be recruited both in cities and from pirates in taverns.
Arm your boarders as yourself, only villains will leave you, but if you are a villain, then vice versa.
Get on your team good people, hand over the villains to the authorities
In order for your reputation to be known to everyone Caribbean Let go of good people whenever possible.
When the ship is overflowing with sailors (sailors are displayed in red), there is a high probability of a riot on the ship.
Pay your salary always on time and let your henchmen rest.
Save before key moments.
All your belongings from the chests in the captain's cabin are automatically transferred to a new ship when changing a ship, upgrading, etc.
If you are overpowered by pirates, it is difficult for you to get away from them, go into F2 mode, throw excess goods overboard, and you will see how the speed of your ship increases, catch a fair wind.
In cities, you may meet a church minister, he offers to light your ship, the cost, depending on the class of the ship, is from up to 5,000 to 25,000 pesos, this service increases your reputation
With donations to church ministers walking around the city, your reputation grows and you recover, health can be excellent from good.
Try not to engage in battle when two powers are at war, there is a high probability of hitting friendly ships with cannonballs.
If you are confronting a group of villains in an open area, do not hesitate to change positions for combat, bounce and run away. Dumb-headed bastards have no idea about battle tactics, and chase their opponents in a mob, like pigs after acorns. Separate them, cut them one by one - a noble nobleman alone is able to lay down a dozen ignorant plebeians.
If you get caught in a storm, it is best to lower the sails so they are the least damaged.
The character and the ship are one, select the ship according to your level of navigation. There are 6 classes of ships in the game
At sea, when you are attacked, lower the sails, shoot with knipels, then raise the sails and your opponents
If your enemies are pinned in the port and don't let you out, you can swim a certain distance in the sea, and then go to the map.
In the cabin of your "think aloud" ship, you can call your companion and instruct him to board ships or not. Or when boarding, change your ship or not.
From time to time you will be attacked by an interceptor, getting rid of them is simple, exit the global map for a few minutes, speed up time and then back to the global map.
Complete the tasks of the governors to find the ring in the brothel, the ring can be found at the courtesans or on the floor, on the stairs. This will improve your relationship with the nation.
Cannons or culverins? In the section of guns, culverins you will find a ballistics diagram. The guns reload faster and weigh less, but the coolers hit further. So, decide what is more important to you - reload speed and space in the hold, or accuracy and range.
Do not chase the older caliber guns. The larger the gun, the longer it takes to reload, and the more it weighs. What is the point of setting the maximum caliber and getting a clumsy galosh, into the hold of which nothing can be loaded.
Small calibers, although they do less damage, are easy to maintain, quick to reload and do not burden the ship with excess weight.
British sailors skillfully manage the ship, namely speed.
French sailors are real gunners, you will increase your firepower.
Corsairs To each his own Characteristics of the character and your ability to drive ships
Health is an indicator of the general physical condition of the character: the worse it is, the worse all indicators become. Health deteriorates if your hero gets a lot of injuries or uses various potions too often, and is restored if the hero does not participate in hand-to-hand combat. If it falls below excellent, the character suffers skill and attribute penalties. Health regenerates on its own rather slowly, especially while swimming. Love joys restore health the fastest, sleep in a tavern helps a little less. The Perfect Health ability doubles your health regeneration. Health can belong to one of the following groups: Terrible - Bad - Not important - Average - Good - Excellent The gold background of the indicator means that the current group has become the maximum for the character, and will not improve on its own. The white background signals that the health group may increase (health will be restored). Priests in churches
can restore maximum health, but infrequently, not by much, and very expensive. Sometimes it takes 2-3 priests to visit so that the "golden" health becomes "white" again, and can improve. According to rumors, you can improve the character's health by taking a rare specialized potion made by the natives. However, after that, you still have to wait until the health itself is restored to an excellent "gold".
Life is a measure of a character's resistance to physical damage. The more Hit Points a character has, the more stab, cut, chopped, and gunshot wounds must be inflicted to kill him. With each addition of a rank, the amount of Life increases by an amount depending on the Endurance characteristic.
Rank is an indicator of the level of character development in the game. The rank changes stepwise with the acquisition of experience. Along with the character's rank, his Life also increases by an amount depending on his Endurance. As the rank of the protagonist increases, you will more often come across stronger opponents and new items.
Energy is the stock of a character's physical endurance. All attacking actions in hand-to-hand combat require the cost of Energy, during the battle the character gets tired and needs a break to replenish his strength. The maximum value of Energy depends on the character's current Reaction value.
Money is money. Rare French ecu and English crowns, familiar Spanish pesos (aka piastres) and many-sided thalers... what's the difference? All this diversity is a full-fledged silver that does not recognize any boundaries!
Weight is the maximum possible total mass of cargo that a character can carry without losing his motor functions and maintaining his skill level. Depends on Strength, Endurance and the difficulty level of the game. An overloaded character moves at an exceptionally slow pace.
Rank - naming is displayed here, indicating the official recognition of the character's merits by the power in whose service he is.
Experience threshold - this field shows how many points in the currently selected skill, rank or ability have already been accumulated and how much is required to get the next point or move to the next level. Skills grow from actions. For example, for each well-aimed shot, experience points are awarded in the “Pistols and Muskets” skill. Received skill points, in turn, fall into the experience of the rank and the personal or ship abilities corresponding to the skill.

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues that are not related to science fiction, but this is not the case. In these "Corsairs" there is enough devilry. In all senses.

The game turned out to be made on the engine of the past corsairs, that is, the same bearded year. Even then, everything that his senile relics are capable of was squeezed out of him, so the picture cannot boast of anything new. Unless some screensavers, character models and icons were redrawn. Added a couple more videos.

However, I'm comfortable enough to play like that.

So, game. We don't have a choice of character, we can only play one - a Frenchman named Charles de Maur. Next, we select parameters, focusing on fencing, handling heavy weapons, pistols and muskets, or trade and oratory. In my opinion, it is better to choose something from the first two options. I settled on rapiers and swords.

Attention! In no case do not set the difficulty above the Second level! All but the most avid nerds, play on the lowest difficulty. Masochists confident in their God-chosenness can choose the second difficulty. In different versions of the game, this is either the Boatswain or the Brave Privateer.

The game is insanely difficult, and if you feel confident on the "Captain" difficulty in the "City of the Lost Ships", then set the minimum difficulty here and set all possible concessions in the menu next to it.

If you played the Admiral, and you were more or less tolerant, then you can risk setting the second difficulty.

If you choose a higher difficulty level, you will quit the game after a few hours, cursing the developers and the whole wide world. I'm serious.

No, you will swear and yell in any case, even on the minimum difficulty, but then at least there will be a chance that you will not quit the game, but will go online for tips and manuals.

Important! This game must be completed exclusively with a detailed manual! This is due not only to the extreme complexity of the game, but also to bugs - without knowing at what point the catch is, you will not have a chance to avoid a fatal bug. I will give a link to one of these at the end of the article.

Okay, the difficulty is selected, everything is set, let's go!

I did this: Z - shot, Q - active action key, C - power strike and parry (instead of the wheel). So it's pretty easy to play.

First Impressions

They are excellent. We are introduced to the game in detail, we are led a little by the hand, talking about the buildings and gaming opportunities. It seems that the game is designed for new players who are unfamiliar with the previous parts of the franchise. Don't be fooled by this!

The first difficulty is that over the past time I have quite forgotten the controls in battle, but here no one is in a hurry to explain which keys to press. Therefore, to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those who are familiar with the early parts, I will briefly explain the innovations:

1) A new parameter for melee weapons is balance. It is very important, and closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

For a rapier, the ideal balance is 0.0. In this case, lunges (default, right mouse button) deal maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can cut, and stab, and carry out power strikes. The problem is that none of this saber does very well. In Corsairs: City of the Lost Ships, the saber was the most convenient weapon for me. Here they are kind of useless. I do not advise.

Broadswords and axes. The balance is closer to 2.0. Chopping and power attacks. It hits hard, but consumes a huge amount of stamina.

It was not possible to find out how weight affects damage. Most likely, the same as the balance - the greater the weight, the greater the damage of slashing weapons. In this case, it is better to choose rapiers as light as possible.

2) Pistols can now explode when fired. This happened to me with Stroyev and Dueling pistols. Repeating shots, muskets and shotguns did not explode.

3) New types of charges: in addition to bullets, there are shot, harpoons and nails. There is also a manual mortar with grenades.

New is good, but there is a big but here. The shot hits only one target, thereby completely devaluing itself. I have a Combat Cartridge shot at the crowd (although if you believe the thematic forums, this should not be), but the damage there is ridiculous.

Removed the "berserk" skill, which was white in the previous part. On the one hand, right - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels would not tear one place like that.

First quests

The first serious problems you will have in Guadeloupe - when you need to go to Fadey.

Important! Yes, these problems will be the first only if you play by the manual. Otherwise, you will be stuck in Martinique. Play only according to the manual!

I still don't understand how Fadey's quests work. If you take them in the wrong order, you will easily break some scripts, and he will not give you the assignment that your brother spoke about.

If you have the patience to cope with all this, then you have to choose a side - the Dutch Gambit quest.

I played as the Dutch - there are tricky restrictions on the level, reputation and skills. The Dutch are unpretentious about this.

To play as England, you must be: positive reputation, level below a certain value (it seems to be different in different versions, I was less than 12).

Secret organization: negative reputation, all weapons have been upgraded to a certain level (somewhere around 30+).

Difficulties await you here. Time-limited missions, mind-bending duels and more. But if you played the previous parts, you can master all this.

And I'll be the cherry on the cake.

Quests that break the player

This joy is called "Pirate Saga". This is a global, obligatory and interesting plot quest. Made by complete sadists.

The first difficulty is that you will need to save one girl - Rumba, she is Helen - in 16 calendar days. This will be at the very beginning of the questline. And if you fail this rescue, then fill up the entire line.

The first difficulty is that there is not a word about the deadlines in the task log.

The second difficulty is that even with a fair wind, you will not have time to sail to Antigua on time. No way.

What to do? Go to the combat map and sail along it, periodically going to the global map to check the direction.

How do you like this game design?

There are still many complexities in The Pirate Saga, but I will move on to another extravaganza of absurdity:

Two naval battles in a row. First you have to deal with a corvette and a frigate on half acre (3rd class ship). And then board a heavy frigate on the same half acre. And it's just tin, even on the second difficulty.

Then you can still break the scripts in many places if you complete the quests in the wrong order, and a lot of other exciting things.

Impression

Because of the really interesting storyline company, I can't bring myself to call the game bad. I got a lot of pleasure from her. Yes, it was a somewhat perverse pleasure, especially until I thought of digging into the manual, but still.

Big, varied and interesting plot. It's cool, and for this developers a lot of respect.

A good partner is Mary Kasper. But if you don’t play according to the manual in life, you won’t guess what to do so that she joins your team. Yes, you may not even meet her. Despite the fact that the location of the Island of Justice is not so big. But confusing...

Reworked characteristics of ships. Now corvettes are useless troughs. Otherwise, the balance is good.

Outcome

If you are well versed in the game series, then you should arm yourself with a manual and a detailed walkthrough, and play Corsairs: To Each His Own.

If you are more or less fumbling in the Corsairs, then you can try your luck on the minimum difficulty. Again with the manual and walkthrough. But be prepared to suffer.

If you haven’t played Corsairs before, then starting with To Each His Own is a worse idea. “City of Lost Ships” was once called the most difficult game in the series, and “To each his own” is 5 times more difficult…

It’s always like this: a good story doesn’t want to get along with good game design. Almost always you have to choose one thing, especially in more or less independent projects like this one.

Play at your own risk. I'll get through the game to the end. Now I brought 3 church relics to the inquisitor, and took a long pause - to calm my nerves.

The walkthrough I used: The Beginning of the Walkthrough. on the same site there are detailed manuals for later quests.

See you soon!

By the way, The Witcher: Blood and Wine announced the best RPG 2016 🙂 Yeah, addon. I have on the site who has not played or not seen all the endings - I recommend that you read it. There are also links to 2 other articles on the world of The Witcher.