Corsairs x characters and quest officers. "Corsairs: To each his own!" Almost "Debriefing". Old Thomas was waiting for a beer

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 of melee attacks 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 almost does not differ from the GIC in terms of the basic part 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. Almost.

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? Amazing? 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 life simulator sea ​​dog.

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.

F.A.Q. for melee weapons:


Q: What factors affect melee weapon damage?
A: Its attack, weight, the type of attack you hit with, the difference between your skill and that of your opponent, bonuses from balance, curvature, and length. The armor worn on the enemy and skills with the abilities of the protagonist and the enemy also affect the real damage.

Q: Why is my hit damage so low?
A: You most likely have low skill with the weapon you have in your hand, or you use the strike for which your weapon is least suited.

Q: How to understand which hit is better for this or that weapon?
A: The easiest option is to try it out in combat.

Q: Well, I won't buy all the blades in the game and try to fence with everyone! Let's get something out of the way!
A: The damage from a particular strike is affected by: weapon type, balance, blade length, its curvature.

Preferred hits for different types weapons:
RSH - feints and lunges.
ST - chopping and circular.
PT - piercing with axes, chopping with broadswords.

Balance.
The lower the balance value, the lower the damage of piercing and slashing attacks, and the higher the damage of lunge and feint attacks.
The ranking is:

2.00 Penetrating
1.65 Chopping
1.25 Circular
0.35 Lunge
0.00 Feint

Curvature effect:
The greater the curvature, the greater the damage from piercing, slashing and circular strikes.
The smoother the weapon, the more damage from the lunge and feint

Length effect:
The longer the weapon, the more damage from lunges, slashes and circular strikes.
The shorter, the stronger the piercing blow and feint.

Q: I.e. it turns out that a slash with a balance of 1.65 will not receive a bonus from 2.0 or even become less?
A: It will not become less, it will receive more bonuses. But at the same time, Lunge and Feint will suffer too much.

Q: Then why is there a figure of 1.65 (0.35) if, with a balance of 2.00, both hackers and piercers receive the maximum bonus (with a balance of 0.00, both feints and attacks)?
A: 1.65 (0.35) is not the best value, but the optimal one. At this value, your slashing (stab) attacks will start to get a good bonus, and at the same time you will still be able to feint (break through the block).

Q: What then is the point of choosing, for example, axes with a balance of less than 2.00? Take an ax with maximum balance and break through all the blocks!
A: If you can swordsman with a piercing blow, then you should definitely do so. Indeed, with such an ax, all other blows, except perhaps for chopping, will be completely useless. If your style of fencing involves using at least two different strikes, then it may be worth moving away from extreme balance values.

Q: What is a "style of swordsmanship"? What do you mean by this?
A: The style of swordsmanship is basically the kind of strokes you use the most. It is on them that the choice of a blade for battle depends. Be careful: the value of weight, curvature and length together overlap the balance value!!! This means that even with the balance you need, some blades will not fit exactly your style of fencing. Be careful when choosing!

Q: I'm confused about something: balance, attack, curvature, what is it all about and how does it affect the game?
A: See the manual, everything is detailed there.

Q: I'm confused about something: lunge, chopping, piercing, circular, feint - what is it?
A: Chopping blow - LMB, lunge, aka stabbing - RMB, piercing - MMB, parry - shift + RMB, feint - shift + MMB, circular strike - shift + LMB.

Q: I chose a slashing broadsword, as you suggested, with a balance of 1.65, and it stabs just as well as cuts, why is that?
A: Because each weapon in the game is different. The figures above are indicative. There is no universal balance parameter in the game!!! For each individual blade in the RSH, ST, PT group, you need to select values ​​that fit both the blade and your fencing style. But no one will give you a formula for calculating your optimal balance, you will have to check everything with pens.

Q: I still don’t understand: how to determine the best hit from a weapon based on the above information? Which bonus wins in the end?
A: Let's look at examples, the simplest ones, so as not to get into the wilds of the game mechanics.

Bilbo:
RSH means lunges are preferred.
Smooth - there is an addition to the lunge.
Length - Quite long, bonus to slashing, spinning and lunging again.
Balance... Let's stop here. In total, we got 3 bonuses for a lunge. If the balance is 0.35 - we will get the perfect weapon for lunges, if the balance is close to 0.7 - this will add us damage for a circular strike and a little slash, we will get a more versatile weapon for all attacks, but still attacks will be stronger. Balance 1.5 - will give us something in the middle that deals approximately the same damage on all attacks, but does not have strengths. That is: neither fish nor meat.

Doug:
RSH - lunge.
It has a slight bend - punching, chopping.
Very short - penetrating, feint.
Based on this, to enhance the properties of weapons, a balance closer to 2 is preferable, for universalization - to 0. A balance of 1.4 - 1.6 can become the golden mean.

Machete:
ST - chopping.
Crooked - punching, chopping, circular.
Length - average, universal.
The balance, as can be seen from the properties of the weapon, is preferable 1.6. Such a machete will be equally effective in chopping and circular strikes, it will effectively use a penetrating one. But lunges and feints will have to be sacrificed.

Tomahawk:
PT - punching.
A slight bend - punching, chopping, circular.
Short - punching, feint.
For a killer piercing strike - balance 2, but a very large loss in damage for other attacks. The best balance would be a value around 1.5.

It is important for yourself to remember the dependence of the damage of blows on the type and curvature, then substitute the length, and the balance will draw the rest of the picture for you for the current weapon. Weight, you can just keep in mind: more is stronger.

Q: And where is it written what the length and curvature of the weapon is?
A: Nowhere, take the models in the game and compare.

Q: What is the curvature of the godendag?
A: The maximum possible, of all axes and clubs.

Q: How long are the axes in the game?
A: Consider that they are equally long (they have full-fledged hilts). Not as long as possible, but at the limit of potential length.

Q: I have two identical sabers in the game, with similar attack and balance values, and one deals significantly more damage than the other. Why?
A: Don't forget about weight, heavier weapons hurt more. However, more weight - more energy is spent on impact. Try it, choose.

Q: What is the curvature of Tanat, Morgana?
A: Consider that the maximum, although Tanat is inferior to Khanda in this.

Q: How can a sword be crooked? Or is the "narrowing" of the blade to the point also considered a curvature?
Oh yeah. It's a game, there are conventions. The role of curvature specifically for swords is hypertrophied, just like the length for axes. Such a condition.

Q: And then what to give into the hands of the boarders?
A: They don't have a preferred shot, so a balance of 1.00 would be fine for them. They also do not like heavy weapons, heavier than 3.8. Everything else is your choice. The main thing is that the skill of the weapon that you give to the boarder should be sufficiently pumped.

Q: I'm a mathematician, give me a formula, these explanations are not clear to me, I'd better understand everything by the formula myself!
A: Each hit has its own formula. Each blade has its own coefficients. Each type has its own multipliers. For each enemy - their divisors. come through better game Don't get hung up on formulas.

Q: I have two blades with the same weight, but one is ST and the other is PT. On impact, will they take the same amount of energy?
A: No, ATs will take a little more energy per hit. Similarly, RH is a little less (assuming the same weight and the fact that we hit the same punches, of course).

Q: My blade is specially designed for stabbing, but for some enemies it does more damage with slashing, why is that?
A: Because the enemies may be wearing armor. And in the game, the cuirass gives maximum protection against thrusts, pokes, attacks, and light armor from chopping, secant, circular blows.

Q: And what type of armor does it belong to? It's not listed!
A: List of all armor:

What armor is light?

Leather Corset, Breter's Waistcoat, Brigante, Woven Armor, French Tunic.

What armor is heavy?

Trench Armor, Reiter Cuirass, Parade Cuirass, Milanese Carapace, Space Suit.

Notes:
- used in compilation

Today we will talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it interested the official distributor of this game series. So a full-fledged version of the continuation of the epic - "Corsairs: To Each His Own" - was released.

Lots of easter eggs, updated fleet upgrade system. It also became possible for the main character to create things and ammunition. In addition, the world has become more open, and the plot is less linear.

Beginning, or Where to get a million

In this game, you take on the role of the French aristocrat Charles de Maur. The father has asked you to find your missing son, your brother, in the Caribbean.
So, after you got off the ship in St. Pierre, Martinique, you have two options for the further development of the plot. Variety is the beauty of the game "Corsairs: To Each His Own." Quests can be done in many ways.

First, you go to the authorities. For a beginner, it is more correct, but there are some tricks here. Things will need to be hidden, and the weapon will be replaced with a harpoon. The stash can be made in the box, which is to the right of the fort gate.

Why such a turn? Very simple - then you will be arrested and all things will be taken away. The governor-general of the island himself will come to the prison with a proposal. He frees you, and you pay off your brother's debts. The amount is impressive, a million pesos, after all. Help would be useful here, however, in the game "Corsairs: To Each His Own" cheats are not common.

After agreeing, you go to the quartermaster, who will give you a basic set of armor and weapons. If at the beginning you hid things in a chest, further development will be easier. Just go to the brother in the dungeon.

The second way of plot development is suitable for more experienced people familiar with the game "Corsairs 2: To Each His Own".

Here, having felt the freedom and expanse of a pirate life, we eschew the authorities, and figure it out ourselves. You will need to run around the city, chat with the residents. We are interested in the fate of the brother. In the process, from one person, you will learn about the abbot. Then the path leads to the church. Benoit, through a friend, will help you get to your brother in the dungeon.

Learn about - oh my God! - a debt of one million pesos, we get the first task. Remember, it's temporary. The point is this. Michel has paid a deposit for the ship, but still owes 17,000 pesos. It is necessary to find this amount in three days, otherwise you will get a wreck.
Where to get money? Let's figure it out.

call girl

For this quest, you will need to find one senior. He usually hangs around in the square near the church. Look for a light camisole and a hat. The passage of "Corsairs: To each his own" is open and non-linear. Therefore, the name is generated differently.

The point is. It is necessary to go to a brothel and negotiate with its owner about the girl Lutisse Montagne. She must be brought to this aristocrat after eleven o'clock in the evening. For all expenses, he gives 6 thousand, your earnings are the saved amount.
The secret is that before taking the quest you need to save. Upon receipt of the task, the cost of the girl for the night is randomly generated. It can be from 2500 to 5000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that refers to the inexperience of the girl. It will be possible to pick it up from 23.00 to 00.00. In an hour it would be easy to manage and lead her to the aristocrat.

And while there is some time, we will earn some more money. Remember - in the game "Corsairs: To Each His Own" the map of the island is indispensable assistant when completing quests. Don't forget to check it out from time to time.

Warehouse worker

Near the brothel is a shop. Our path lies there. There, the owner will complain about the fate and talk about the runaway worker. We agree to find him. The reward is one thousand pesos. And that's just for discovering it. According to the orientation, it is located somewhere outside the walls of the city.

Our path lies in the pirate settlement of Le Francois. On the way, by the way, we will complete two more tasks. They are written below.

So, the worker is in the tavern or near it. After talking with him, we understand that the owner of the store is a miser, and Gralam will never return to him.

What can you do. We return with bad news. The merchant is upset, but he gives a reward. And, besides, he promises more if we help to hire a new employee. The higher the qualification, the higher your earnings. Does not let the game relax. What can you do - "Corsairs: To each his own"! Ships will soon be redeemed, remember? So let's push up.

We run to Le Francois. Where to look for an employee? At the tavern keeper. He appears to be a little responsive. For only a thousand pesos, he will help with the task, but you need to walk for an hour.
While we are waiting, you can play dice, a possible win will not hurt. After the agreed time, we return to the tavern and see the applicants. And then everything becomes just great. In addition to the fact that the owner will take only 500 pesos for help, the employees also offer you bribes!

We choose the one that gives a bag with fragments of amber. We will need the jewelry later, and in the city the owner of the store will pay us 5000 pesos for it. But that will be after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side missions

On the way to the pirate settlement, you can earn some more money. The first task will be "Scarce Goods". Do you remember where you hid things at the beginning of the game? Near this chest is a city guard. Talk to him. It turns out that he is also French, like you. And his tender stomach cannot stand the local liquor. You will be asked to bring good wine.

It seems to you that money is hard to earn in the game "Corsairs: To Each His Own", the codes would obviously not interfere. All wrong! After this quest, you will forget these thoughts forever!

The income from this task is one thousand pesos. Time to complete - days. Simply and easily. Where to get alcohol? Check the chests in the fort. If fortune is not on your side, any merchant sells a bottle for seven hundred pesos.

We carry it after returning from Le Francois. The guard will be waiting on the upper platform of the fortress, in the evening. But it was not there! It's not a mission, it's the Klondike! Insatiable French are ready to buy another 60 bottles of 1000 pesos. What to do? Where to rob the wagon?

No panic! We go to any merchant and for a thousand coins we buy information that there is alcohol in the store. Having gone there, we stumble upon a misunderstanding of the owner. We return to the thrower. And he demands another 2000 for You have to pay. With this sheet we return to the seller. Now you can buy 60 bottles for 500 pesos each. But! This is a one-time offer, so free up your inventory!

Net earnings - 27 thousand coins. And the card received in the next story task of the game “Corsairs: To Each His Own” will greatly help in the future.

In the city, all quests available at this level are taken. We leave the gate. But what is it? A corpse lies on the road, and the local natives run away. Let's go through the pockets of the dead man. 560 pesos for expenses, small change and earrings. Save this decoration, we'll need it later when we get back from Le Francois.

So, we sorted out the hard workers in the village (the quest is described above - “Warehouse Worker”). It's time to remember the find. We go straight to the governor-general. You can, of course, ask the price of merchants, but there the price is lower. De Poinsy will give you a "Cheap Map of the Islands" for them. Such a gift will greatly facilitate the passage for you. "Corsairs: To each his own" is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

The tropics, the starving local population, sleek European aristocrats... It turns out that the head of the port is looking for an assistant to his friend. Prospero's daughter was stolen. The poor father spent most of his property on the purchase of a musket and is already outside the walls of the city. We'll run after the money promised by the store owner later, now - to save the girl!

We find Truval near the well. From his story, we understand that abductions have become more frequent, and this is being operated by cannibal Indians. They get food, so to speak.

In this task, we will not only enrich ourselves financially, but also gain a lot of experience, if there is a desire. Only if fencing is not pumped, it will be bad. In the game "Corsairs: To Each His Own" cheats are aimed precisely at this area.

The point is. Your father will tell you how to act. If you do so, the quest will be completed quickly. If you destroy all the Indians yourself, without his help, you will get a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and get a reward. And this is neither more nor less - 8 thousand pesos, 35 doubloons and a good amulet.
In principle, the minimum of the game "Corsairs: To Each His Own" has been completed. The ships are already available for purchase. Count, there should be more than 17 thousand in your pocket. However, we still need officers, a team, ammunition. In addition, in stock the whole day.

How to have a fun night

What to do in the tavern, waiting for the morning? Don't sleep!
There are several entertainments to choose from - gambling, duels, "divorce" of the waitress. But first things first.

So, dice and cards. There will be a lot to save here. How to win? Just. We always start with the maximum bet - 1000 coins. We trade until the opponent agrees. For example, we play for 800 pesos. You win. Better save. If he wins, and then he starts to drain his bank to you, we rejoice and earn.
The main thing is not to win very often, otherwise they will call you a cheater and stop inviting you to the table.

When everyone is broke, you can still earn. Blame someone for cheating. Or get into a fight. Duels are won easily, and the dead drop good things and a lot of gold, if you're lucky.

The third fun is related to the waitress. You need to flirt with her until she invites you to spend time with her. We order a room from the owner of the tavern and wait. Instead of a girl, an accomplice appears, burning with a desire to rob us. Killed easily. The beauty of this task is that the waitress apparently has a lot of thugs. And from each you can get things and money. Without such pranks, the passage will be boring. "Corsairs: To Each His Own" allows you to experience the wild life to the fullest.

Rum for the bartender

Morning. The owner enriched himself by renting a room for an hour, so he is kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember the password when receiving the task! He will not sign up anywhere, and without him the quest cannot be completed. There are several options, but the most common are: “the bay is ready for landing” or “old Thomas was waiting for a beer.” Again, yours may be different. Will have to write it down.

So, at seven o'clock in the evening we go to the pier, sit on the launch and quickly move to the right of the pier. If the wind is fair, it will be easier, if not, we go in zigzags.
Destination - ship "Ghost" near Lamentin beach. When the boat from the longboat approaches it, you will need to write a password in the dialog box. Did you remember him?

We receive a contraband cargo and quickly move to the bay of Le Francois. There, you pass the ship with alcohol to the people of the owner of the tavern, and you yourself go on foot to it. You get 5000 pesos, a couple of bottles of rum and a gift.

Spanish engineer

We bought the ship. Where can I get a team? That's right, in a tavern. After much questioning and persuasion, the bartender gives a tip. There is one sailor, decommissioned ashore.
We get acquainted, we answer a meticulous interrogation. He agrees to go to you, but only with his entire team. Not bad! 40 sailors at once for 8,000 pesos.

But where to get a navigator? The tavern keeper doesn't know. We run to the port. Good people say there is one. He is in jail for debt.

I'm going to the moneylender. You will have to pay 11,000 pesos. Or maybe there is another option? Eat. You need to free his friend from captivity. Easily!

Freebie - that's the basis of the game "Corsairs: To each his own"! Quests are supplemented with gifts. Before meeting the pawnbroker, hide your gun. He will give you a new one, with cartridges!

At half past eleven at night we go to the beach, we beat off the Spaniard from the pirates. The secret is that the first robber you meet must be killed first, immediately after the conversation. The rest are easy to put in. But the saved will attack you. We beat him until he gives up.
Now the hardest part. At night, patrols roam the city, so you need not get caught. We save in front of the city.

After completing the task, we get and, consequently, the navigator.
We buy provisions for the ship. Collect more charges for guns - buckshot and knippels. At the exit from the bay will attack

Getting rid of it is easy. Let's lower all the sails. We immediately destroy the entire rigging with nipples, and after the maximum command with buckshot. We board and rob. You can't take it for yourself.

"Corsairs: To each his own". "Dutch Gambit"

The second part of the epic is connected with the West India Company. Here you will have to master the entire archipelago. At this stage, you can already have several ships and a slightly more pumped team.

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. Such advice. Often there will be tasks to destroy pirates, or they will meet during the voyage. Always attack several times with knippels, and then constantly with buckshot. Then board. Only such tactics will allow you to constantly win and get rich quickly.

When you finish the storyline, the reward will make you happy. An amazing ship and an excellent experienced officer. Next will be the last part - "Corsairs 3. To each his own."

pirate saga

Hooray! Accumulated a million pesos! Buying brother. But everything is not so simple. The governor-general took the money, but he does not want to release the prisoner. Like, you still need to help him become the head Well, the task! Go against all the pirates at once!
Compared with this, the second part of the game "Corsairs: To Each His Own" - " dutch gambit"It's just child's play!

But it is not all that bad. Helpers are here too. Especially if you know the secrets. When you find yourself in Cartagena (it is advisable to raise it, find a pirate in the city. He has a very good sword. Have you already learned how to duel?
Influential connections will be needed to capture Tortuga. Then the path lies to Zechariah, to Cuba. He will send us to look for the cartographer. Thus begins the next branch of the game "Corsairs: To each his own" - "The Island of Justice".

After the task "Shadows of the Past" we will receive Morgan's flamberg, which has no equal in all the Caribbean.

At the end of the line, you will kill Levasseur, report the change of power on Tortuga de Poinsy and free your brother. As a reward - a frigate with a crew and a French letter of marque.
But this is not the end of the game "Corsairs: To each his own"! The gambit was played well. Now we're racing to defend St. Pierre, our brother's former prison. After all, now our hero is a French officer!

Do you want to become invincible right away? Or is it easy to complete all tasks? We will talk about tricks and bugs.

So, in the game "Corsairs: To Each His Own" codes are not common, but there are many "raw" moments.

For example, when you capture an enemy ship, you can combine his team with yours. To do this, hold down the "shift" button. It may not work the first time, but the next ship will reward you with an endless team. It's time to bomb the forts!
By the way, about this. When behind the shoulders of the entire passage, "Corsairs: To Each His Own" did not end. It's only begining. No quests. Absolute freedom. We recruit officers from taverns with pumped pistols and fencing, and then through the F2 button we put them in our squad. And among the pirates you will not be equal!

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.

Corsairs To each his own Entry
"Corsairs To each his own!" - a new game a young "marque" series, telling about the fate of the sea wolf Charles de Maur. Fresh blood in the line of "filibuster" role-playing games will again make all fans of the genre feel the salty sea breeze and the alluring aroma of someone else's prey and leave their mark on stories about Caribbean pirates. The adventure begins!!!
Corsairs To each his own Features
Large scale, realistic map of the Caribbean from the 17th and 18th centuries.
Numerous fleet of ships from the time of the pirate "kingdom" in the South American seas
Unique to the genre crafting system for items and potions.
Advanced Hero Development System
fencing close to reality
A wide selection of weapons, from rusty knives and rotten pistols to heavy swords and powerful muskets, as well as amulets and artifacts
Corsairs To each his own Minimum system requirements
Operating system: Windows XP
Processor: Intel Pentium IV or AMD Athlon 2.0 GHz or higher
RAM: 1 Gb
Video card: 128 MB DirectX 9.0 compatible 3D video card
Free HDD space: 12 Gb
DVD-ROM (if purchased on disc media)
To activate the game, you need an Internet connection and authorization in the steam service.
Be sure to use the frame rate synchronization mode with the monitor's vertical refresh rate (V-Sync, vertical synchronization) in the game
Corsairs To each his own Conflicts
QIP: May cause a slowdown in the process when receiving messages. Critical crashes are possible when the mode of displaying received messages of a pop-up window on top of full-screen applications is enabled.
Punto Switcher: background clicks and crackles when using some keys, game application crashes up to its critical termination. Fixed by adding the game to the Punto Switcher exclusion list via Settings / Applications.
Antivirus programs: can cause slowdowns in the gameplay, a short-term drop in FPS during naval battles or character movements during the daytime along the streets of settlements.
Windows 7, XP SP2 or XP SP3 Compatibility Mode: Anchorages disappear in Navigating (Sea) mode.
Fixed by disabling compatibility mode.
Windows 7, installing the game on the system drive: game saves are located outside the SAVE folder (directory).
Use the system's built-in Save Name Search.
Sometimes the soundtrack of the game starts to work discretely, intermittently, extraneous clicks and wheezing are heard. To fix the problem, correct the value of the parameter UseMM = 0 in the engine.ini file in the section (was UseMM = 1).
Numpad missing on laptop keyboard. To take advantage of the advanced features of deceleration and acceleration, you must enable its emulation mode (as a rule, this is the key combination (Fn) + (NumLk)).
On ultra-compact models, this mode may not be available. If you are using a mouse with extra keys, then assign (Num+) and (Num-) to its unused buttons (use the On-Screen Keyboard to "press" these buttons in the mouse setup program).
Corsairs To each his own Character
The development of any character in the game directly depends on the values ​​of its initial characteristics. Characteristics are measured by values ​​from 1 (minimum) to 10 (maximum) points. You can view the characteristics of the hero, his officers, companions and passengers at any time by double-clicking the left mouse button on the portrait of the selected character in the F2 Characters tab.
Power, Strength: allows you to hit hard or carry a lot on yourself. Defining characteristic for skills that require a lot of physical effort, especially for weapon skills and wielding of blades such as "Sabers and Cleavers" (ST) and "Broadswords and Axes" (PT).
Affects carry weight and hit points.
Impression, Perception: the ability to see and hear. Without a good eye, the cannon balls are unlikely to fly towards the enemy.
It especially strongly affects the skills Accuracy and Stealth.
Reaction, Reaction: coordination of movements and agility of hands. For an awkward person, the saber will definitely get stuck, and the grappling hook will catch on the pants of its owner. It is necessary for such skills as: Boarding, possession of blades of the types "Rapiers and Swords" (RS) and "Sabers and Cleavers" (ST), skillful handling of "Pistols and Muskets" (PM).
Affects the amount of maximum Energy (any character initially has 30 energy points and each Reaction point adds another 10 points).
Authority, Leadership: the result of a combination of a manly wounded physiognomy and a well-suspended tongue. The leader does not need to resort to force to take possession of the goods of a successful merchant, the latter himself will give all the supplies. Follow the leader the best people, A beautiful women will wait in every port.
Leadership is a necessary attribute for such skills as Charisma and Trade. Affects the number of free officers ready to join the protagonist's current team (2 * Leadership).
Talent, Learnability: knowledge, wisdom and the ability to quickly accept right decisions. A talented character will be able to quickly reload a weapon or easily bring down the price when hiring an officer. Handling navigational devices also requires intelligence.
Affects Trade, Cannons, Navigation and, most importantly, the rate of growth of the game rank and the acquisition of new abilities by the character.
Corsairs To each his own Company of a hero
On the left side of the "Character" form of the block of the main game interfaces (in the F2:Characters tab), there is a list of all characters cooperating with the protagonist at the time of viewing. The same list contains all the possible positions of your officers.
Characters who are members of your hero's company can belong to one of four types:
Companion. If you agree to accompany the ship of any merchant, then he will become your companion for the duration of the trip. Also, those officers whom you instruct to manage the ships of your squadron become companions
By turning to "thinking aloud" in the cabin of the flagship, you can invite any of the companions to talk with the hero and give orders regarding his ship and its behavior in the upcoming battles.
Officer - a character who has taken up an officer position (or positions) on the hero's ship. Officers that you have hired but not yet assigned to a position, dismissed from their position, disposed of a ship they control, or picked up at sea after its sinking, are placed in this category. In the future, we will call them "free officers".
Passenger. Characters that you have taken on board with the intent to deliver to some place and, as a rule, receive a reward for this. The passengers of your ship are also quest characters (participating in the game story events) on board the ship.
A prisoner is a character who is on your ship against his will. Any prisoner can be interrogated in the hold of the ship, as well as find out his identity. You can usually ransom him, and if he's a pirate, recruit him into the hero's campaign. You can captivate a passenger whom you undertook to deliver when he begins to resent the long default in delivering him to his destination. Those captains who will surrender to you during boarding or will be raised by you, being on boats, in the sea also become prisoners. The largest amount of ransom is given by the governor of the same nation as the prisoner, but it fluctuates, as does the opinion of the governors themselves about the value of the prisoner. Captured captains can turn to your hero with various requests. Do not avoid communicating with prisoners: what if it will bring benefits, who knows?