Corsairs to each his own how to raise secrecy. Corsairs: To Each His Own (2012). Headache for nerds. In some cases, a message may appear about an interrupted journey and that something is about to happen in this location. What is it

Corsairs To each his own Characteristics of the character Personal skills
Charisma is the ability to convince and captivate people. Affects the outcome of game events in situations related to the character's personal charm or reputation. Depends on Leadership and Learning (A * 0.9 + T * 0.1)
Rapiers and swords. Ability to handle rapiers, swords and other small tools at hand. Depends on Reaction and Perception (R * 0.9 + 1 * 0.1)
Sabers and cleavers. The ability to handle sabers and similar curved chopping and piercing-cutting 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. The 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 outposts, 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 Characteristics of the character Ship skills
Navigation. The ability to navigate the ship through storm and thick fog. Ability to use navigation devices and control 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). To operate a vessel of a certain class, an appropriate minimum level of Navigation is required: 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 skills and characteristics of the hero (the so-called "minuses", the appearance of negative penalty points in the characteristics). The amount of the penalty is determined as the difference between the current and the required Navigation value, in classes. For example, you have navigation skill 50 and personal skills with broadswords and axes 35, you began to use a class 2 ship, all your skills are reduced by 30 points, now the skill of broadswords and axes is 5 points.
Accuracy. One of the most essential qualities for those plowing the sea. A real captain will not waste ammunition to scare away all the fish in the area. Every zapp is on target! One cannot do without Perception and Luck (l * 0.8 + S * 0.2)
Tools. Dexterously equip the gun and, while the echoes of the shot have not yet died down among the bulkheads, again ban-equip-direct, not forgetting to douse the barrel with water in time, cool ... nothing more - load, pickle, volley! Depends on Learning and Sipa (T * 0.6 + P * 0.4)
Boarding. As accurately as possible, bring the ship to the enemy's side, throw the cats on the first try and fall into an avalanche on the trembling enemy, rush along the decks like a hurricane and. take the enemy ship with a well-deserved prize with minimal losses! All this requires a lot of skill and experience, but rich booty will easily pay off all the efforts. Engages Responsiveness 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 dexterous strategist. Endurance and Leadership are equally important for mobilizing the crew to defend the ship! (E * 0.5 + A * 0.5)
Fixing. When the cannonballs hit the ship in a merciless hail, smash the sides to pieces and turn the sails into rags, when the tired hull trembles and groans under the blows of the merciless elements, and the wind tears the tackle like threads, Repair becomes the most important of the ship's skills. Stamina is critical, then Perception
(E * 0; 8 + 1 * 0.-2)
Trade. The ability to profitably sell tomorrow what you bought yesterday for the occasion. Knowledge of profitable trade routes, business acumen, careful accounting and a strong roomy hold always play into the hands of an enterprising person. Learning and Leadership is everything (T * 0.8 + A * 0.2) ...
Reputation. Reputation reflects the attitude of society towards the character. The reputation of ordinary characters remains unchanged throughout the game: it is believed that their disposition has already developed and they are rather monotonous in their behavior. The main character is distinguished from all others by Authority, Fame and Honor. The hero's fame 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 commit any serious deeds, then the hero will be perceived by others as an "unknown adventurer." Authority, Fame and Honor distinguish the protagonist from all other playable characters. Authority is the assessment of the hero by his entourage (primarily by the crews of the ships that are in the protagonist's squadron). If the authority of the captain fell critically, he is presented with the Black Mark and offered to resign voluntarily or compulsorily. If the Authority is high, the crew rallied around the commander can withstand any tests with faith in the future! Fame shows what the popularity, celebrity, fame of the protagonist is. Any doors will open before the eminent person, fans are looking for his attention, and opponents are in awe of the mere mention of his name! A real hero cannot get away 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 when he saves the world and its inhabitants. Or falls to the most hideous depths, from broken promises, perpetrated violence and villainy. Honor depends on the actions of the character and, in turn, affects how other actors in the game perceive him. However, if the hero leads a monotonous and measured way of life, chooses the least risky ways of solving, travels alone in the desert seas, his Honor and Fame disappear like sand through his fingers, striving for a neutral and uncomplicated middle. In the game, the memory of the community is short and on average does not exceed half a game year.
Corsairs To each his own Cannons, coolers on your ships


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

6 pound cannons
Small implements, 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 cannons
The main guns of the small military fleet, capable of firing at high elevation angles, which significantly increases the effective combat distance. They are highly reliable. Range - 550, damage - x 2.0, reload - 31 sec. Weight 11 c.

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

Cannons 20 pounds
Cannons of the largest caliber, allowing the use of hardened cannonballs on the ship, significantly increasing the 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 time - 48 sec. Weight 20 c.

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

Cannons 32 pounds
Large-caliber heavy weapons suitable for bombarding fortifications. Deal crushing damage to the hull. Range - 650, damage - x 5.0, recharge - 61 sec. Weight 40 c.

Semiculeurins
Long-barreled 8-pound guns on a special machine with a powerful bed and solid wood wheels ... They have an increased firing range. Usually used to conduct barrage range - 700, damage - x 2.0, reload time - 35 sec. Weight 16 c.

Kulevrins
Medium long range 18 pound guns, suitable for use on relatively small ships. Despite the astonishing range of combat, they differ in the incredible weight and duration of the equipment. Range - 850, damage - x 3.0, reload - 52 sec. Weight 32 c.

Ballistics diagram of all guns. To try it out, compare the cooler and 32lb cannons in combat, and you'll see that range isn't as important as lethality.

Hello everyone, you are on the fantasy and science fiction blog! Sometimes there are releases here 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 previous corsairs, that is, the same bearded year. Even then, everything that his senile powers were capable of was squeezed out of him, so the picture cannot boast of anything new. Perhaps some screensavers, character models and icons were redrawn. A couple more videos were added.

However, I am comfortable enough to play this way.

So the game. We do not have a choice of character, you can play only one - a Frenchman named Charles de Maure. Next, we select the parameters, focusing on fencing, handling heavy weapons, pistols and muskets, or trade and public speaking. In my opinion, it is better to choose one of the first two options. I settled on rapiers and swords.

Attention! Never set the difficulty higher than Level 2! All but the most avid nerds, play on Minimum Difficulty. Masochists who are confident in their God-chosenness can choose the second difficulty. In different versions of the game, this is either the Boatswain, or the Brave PrivyTir.

The game is insanely difficult, and if you felt confident on Captain difficulty in City Lost ships", Then here put the minimum difficulty and put all possible indulgences in the menu next to it.

If you played on 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 White light. I'm serious.

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

Important! This game must be played exclusively with a detailed manual! This is due not only to the prohibitive complexity of the game, but also to bugs - not 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, difficulty is selected, everything is set, let's go!

I did this: Z - shot, Q - active key of action, C - power strike and parry (instead of a wheel). It's pretty convenient to play this way.

First impressions

They are great. We are introduced to the game in detail, led a little by the handle, talking about buildings and game possibilities. It seems that the game is also designed for new players unfamiliar with the previous parts of the franchise. Don't fall for this impression!

The first difficulty - 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, in order to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those 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 is closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

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

Sabers perform well with a balance closer to 1.0. They can both chop and stab, and carry out power strikes. The problem is that the saber does not do any of this perfectly. In Corsairs: City of the Lost Ships, the saber was my most convenient weapon. Here they are kind of stupid. I do not advise.

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

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

2) Pistols can now explode when fired. It happened to me with Stroyev and Duel pistols. Repeaters, 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 hand mortar with grenades.

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

Removed the "berserk" skill, which is white in the previous part. On the one hand, that's right - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. Yes, and the local quest duels with her would not have torn one place so much.

First quests

The first serious problems you will have in Guadeloupe is when you need to go to Fadeus.

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

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

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

I passed for the Dutch - there are tricky restrictions on the level, reputation and skills. The Dutch are unpretentious to this.

To play for England, you must be: positive reputation, level below a certain value (it looks like it differs in different versions, I had less than 12).

Secret organization: negative reputation, pumped all weapons to a certain level (about 30+).

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

And I will move in the cherry on the cake.

Quests that break the player

This joy is called "The Pirate Saga". This is a global, mandatory and interesting storyline quest. Made by consummate sadists.

The first difficulty - you will need to save one girl - Rumba, aka Helen - in 16 calendar days. This will be at the very beginning of the quest line. And if you fail this salvation, then fill up the whole line.

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

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

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

How do you like this game design?

There are still many complications in the "Pirate Saga", but I will turn to the next extravaganza of absurdity:

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

Then you can still break the scripts to hell in many places, if you go through the quests in the wrong order, and much more fun.

Impressions

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

Large, variable and interesting storyline. This is great, and for that the developers have a lot of respect.

A good partner is Mary Casper. But if you do not play according to the manual, in life you will not guess what to do to make her join your team. You may not even meet her. Despite the fact that the location of the Isle of Justice is not that big. But confusing ...

Reworked the characteristics of ships. Now corvettes are useless troughs. Otherwise, the rebalance 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 minimal difficulty. Again with a manual and walkthrough. But be prepared to suffer.

If you have not played Corsairs before, then starting to "Each his own" - the idea is worse than you can imagine. “City of Lost Ships” was once called the most difficult game in the series, and “To Each His Own” - it is 5 times more difficult ...

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

Play is at your own peril and risk. I will go through the game to the end. Now I brought 3 church relics to the inquisitor, and took a long pause to calm my nerves.

Walkthrough I used: Start Walkthrough. on the same site there are detailed manuals for later quests.

See you soon!

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

Why isn't Tichingitu firing his musket?

To try to fix the bug, try the following sequence of actions: take back the musket, go to another location and again pass the musket to the Indian. Go to the new location again, and then equip the weapon on the character. If the musket is equipped, but Tichingitu is not loading it, then you need to check which ammunition has been specified for use. By default, there should be bullets with gunpowder, but, perhaps, you changed the parameters and chose, for example, "paper cartridge".

How to upgrade the skill "Stealth"?

You have several options that will allow you to upgrade the "Stealth" skill:

  • Deceive enemy ships by raising allies' flags.
  • Deceive enemy soldiers by raising allies' flags.
  • Cheat DU and OZK.
  • Get into enemy cities by deceiving the patrolmen.
  • Complete tasks related to the transportation of diplomatic soil.
  • Get involved in smuggling deals.
  • Drink in the tavern, but, however, such activities are best avoided.
  • Give money to the gypsies periodically.

How to find Skeleton's reef without instruments?

Open the map of the archipelago, find Santiago in Cuba and nearby Cayman Island. Connect the line between Santiago and the center of Cayman Island, and then divide this line into three parts. Approximately two-thirds from Santiago towards Cayman, you will find Skeleton Reef.

How to find Crab Island without instruments?

Open the map of the archipelago, find Port Royal in Jamaica and Santo Domingo in Hispaniola. Draw a straight horizontal line through the city of Port Royal. Next, draw a vertical line through Santo Domingo. So, at the point of intersection of these two lines, there will be approximately the location of the Crab Island.

How to find a meeting point with Cromwell's squadron without instruments?

Open the archipelago map, find us west of Santo Domingo on Hispaniola, and find the city of Belize on the West Maine. Draw a vertical line across the headland west of Santo Domingo, and then draw a horizontal line through Belize City. At the point of intersection of these two lines is approximately the hidden island of Isla Mona, where you will meet with the squadron.

Where can I find Colonel Fox?

To find Fox, go to the first floor of the Governor of St. John's Residence and search several rooms. This is in Antigua. One of them will have a colonel. On the other hand, if the character will not return from the teachings, then carry out the task further, go through another stage, and from time to time visit that very residence.

If you are looking for Fox as a result of the "Turtle Soup" quest, then be sure to do it before starting the "Insidious Island of Xochitem" quest. If you do not do this, then the game may freeze.

In some cases, a message may appear about an interrupted journey and that something is about to happen in this location. What's this?

This message indicates that there is a character nearby with whom the main character must communicate. This can be a sailor, randomly generated by an NPC on a random quest. Explore the city, wait on the spot - it may even come up on its own. It may also happen that the character will not be found, and you can leave the location.

What causes the disadvantages in the characteristics of the character?

Cons in the characteristics can appear for several reasons:

  1. Overloading the character.
  2. You drank a lot.
  3. The character's ship on navigation cannot be used by him - it gives minuses to all attributes.
  4. Jessica Rose cursed the hero.
  5. The character has an amulet or totem that reduces attributes.
  6. The hero's backpack contains a cursed object, which can be a vampire's wing, bone, etc.

Igor Patrin

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

For the sake of atmosphere

To begin with, we will conduct a short historical excursion, for those who are unfamiliar with the series. Corsairs is an open-world Action / RPG with strategy elements. The series has five official games, as well as a number of add-ons.

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for a 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 Caribbean”And came out in 2003, met with restrained reviews and comments. The third installment was released in 2005 and was almost universally dazzled by critics and players alike for its buggy and weak storyline.

Further, the series passed under the development of the Seaward company, which was previously engaged in fan mods for the second and third games. And oddly enough, but from the hands of amateurs came out two worthy games - "Return of the Legend" and "City of Lost Ships" (both 2007). The latter became a global revision of the previous part and brought the game mechanics to mind. The fourth "Corsairs" on 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, former fan addons. And, in fact, this is the patient of our review-analysis. KKS is an easy attempt at rethinking the "City of Lost Ships" (GPC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



The gameplay consists of three modes. The first is overland. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and robbing colonies. In this mode, the hero explores the land, communicates and fights with the inscriptions.

The combat system is interesting and challenging. The player can inflict different types of blows with melee weapons, depending on the situation. Opponents surrounded - a circular blow, the enemy sat down in a block - piercing. In addition, the hero can equip a firearm - both muskets and pistols. The former are more powerful, but recharge longer and are useless in melee, the latter recharge faster, but weaker. Automatic recharge. In addition, the hero can equip amulets that will give increases to skills.

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

Ships are divided into 7 classes: from tiny tartans to giant manowar. Ships have three health scales: hull, sails, crew. Damage to the hull will sink faster, slow down on sails, and on command will force you to reload your guns more slowly, control the sails, and also reduce the number of fighters during boarding.


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

Even ships of the same type are not of the same type and may have different characteristics. Among them are cannons, which differ in appearance and caliber. The larger the caliber, the greater the damage and weight of the guns, the type affects the range and reloading.

The movement of the vessel is influenced by the wind, some vessels navigate better with the wind, others perpendicular to it. In the 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 a part of mainland America. The player meets with encounters who are pirates or ships of one of the four nations; in addition, the player can get caught in a storm. If the player enters into confrontation (both with inscriptions and with the elements), he is transferred to tactical mode, which, in turn, in case of boarding, goes into land mode.

Character leveling



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

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

Abilities are subdivided 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, the skills of a carpenter will allow you to effectively repair a ship in battle, and so on along the list.

However, before using the ship skills, you need to hire an appropriate officer with the same skill level. Have you pumped up your cannon damage bonuses? Be so kind as to appoint a gunner with the appropriate ability. In addition to the gunner, the following officers are on the ship: navigator (speed, maneuvering), boatswain (boarding), doctor (protects the team in battle), treasurer (trade), carpenter (repair) and three boardmen who accompany the hero at sea and land. With the appropriate skill, officers can combine up to three positions on the ship. In addition, the ship can carry passengers and prisoners.

And finally, the skills of the hero. They are also classified as personal and ship. Individuals are responsible for handling different kinds melee weapons and firearms, as well as stealth (responsible for successful forays to the enemy fort under a false flag), charisma (reputation and leadership) and luck.


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

The ships are responsible for: navigation (control of ships of different ranks and the ship as a whole), accuracy and guns, boarding, repair, trade and defense. Skills are pumped as in the TES series - with practice.

Hard? Enough. But like contour maps not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repetitive tasks. They can be issued by prominent figures of the colony: merchant, usurer, shipbuilder, port steward, priest, governor. In the city of Nepisi, they may ask you to: transport or escort somewhere, find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the task. Quests also affect the character's reputation: failed tasks will lower it, which in turn will prevent you from doing some things in the game (playing cards with governors, for example), and can also incline officers to mutiny if they have the opposite reputation to the player.

So, with a very large introductory part, finally, it is over and you can go directly to "To each his own!" with which this blog and began.

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 were clearly too smart with hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now 2018 is in the yard, 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 the current game design standards.

KKS almost does not differ from the GPC in terms of the basic part of the gameplay. All the same three modes, the engine is the same Storm Engine, which overclocked the very first part. However, there are still changes.

Crafting appeared. The player can make potions and other useful items like amulets, paper cartridges, and latitude and longitude devices. Crafting is simple and quite 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 there are grenades, probably

By the way, about this - the new mechanics after all. On quests, sometimes, it is necessary to find an island hidden on the global map, or some specific meeting place, in which the astrolabe, compass and chronometer help. Such an innovation fit well, it does not cause much rage because of the crookedness and looks, most importantly, appropriate and authentic.

Shoveled the concept of amulets. In their current form, they do not act 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 major innovation, and it does not significantly affect game process does not, because you can do without them. They are rather a small bonus, which is insignificant 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 it will not work to carry them in thousands. A new currency is used, mainly in quests and there is not much sense in freeplay from it, since the peso is poured generously both for quests and for boarding. Doubloons, it seems to me, were introduced only for the sake of extra sticks in the player's wheels. Like a lot in this game.

Compared to the GPC, KKS has slightly expanded its ship fleet. New items were added, some colonies passed into the possession of another power, a little more random events and quests appeared. Modified the F2 window a bit. In short, the developers touched a little of everything, without touching any vital organs. Almost.

KKS after the second "Corsairs" (those that "Pirates of the Caribbean") made a big storyline campaign. And she 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 add-ons. Not counting save / lodes.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of 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 Maure, a typical rake who senselessly spent his life in high society until the age of 25, comes to the French colony of Martinique from Paris. He was called to America by his family duty - it is necessary to free his half-brother Michel de Monpe from the French prison, where he was imprisoned for a debt of a million pesos by Governor General Philippe de Poissy.

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 team, perhaps the first officers and, most importantly, experience in doing business in the Caribbean.

Next, a macroquest begins, during which the hero actually earns in one way or another the coveted million pesos. This is one of the few tasks in the game that offers 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 that it is endless. The plot itself does not shine with some kind of genius, it is more interesting for the player to participate in local notches, to 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. The tasks, although well-developed, are quite the same type. But, as it seems to me, this will not stop the "Corsairs" lover, since the gameplay itself is all the same beloved and unique "Corsairs".


Sometimes the game wants to fuck you

But what is a problem is the save / lodes mentioned above. I can't even imagine how many times I rebooted in this game, if you believe the statistics for the end of the game - 419, and this is 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 bring them to utter exhaustion.

The game has become indecent big number quests that require passing in the allotted time. And all would be fine, but the troll-wind puts sticks in the sails every time, so failures of quests as a result of being late due to an unsupported wind is a common thing. There are often times when you seemingly go through a quest and find out that it has failed for as long as 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 play again.

And after all, no one bothers the developers to increase the time for completing the quest or one of its stages by several days. Nobody bothers to add more notes in the spirit of "must hurry" to the logbook. And in the end, instead of hardcore, thanks to this, it turns out nothing more than a crooked game design. Something like a lightweight version of troll games.

This we are not talking about directly passing quests. In the game, there is simply an indecently vulgar number of situations of the type: the hero is left alone with a crowd of enemies - fight with them. And in the end it is not interesting, but again it is crooked and even occasionally funny, especially if you play the tactics of shoot and run. The only thing missing is the music from "Benny Hill" or I Got You Babe in case of repeated replay of this episode. Or something more authentic, like a cut of Chuvash anger.

And you think that's all? Hell was there, the game can bring surprises, for example, make you collect some amulets or dueling pistols throughout the archipelago. And if the latter is even more or less forgivable (no), then the first is 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 enrages with its absolutely dull and unoriginal routine.


No, i'm serious, these sweeping locations alone are full of game

Let's get back to the plot, which I will mercilessly spoil now. 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 cinematographs and other stories, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in history. In fact, this is just another game on the theme of "the boy went to success", and that's it. Is that the change in the protagonist and the disclosure of his inner qualities are well shown. And that's all. And history 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 then with the second one, in one dialogue, he sent him on another voyage.

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

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

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

And what other than 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 due to the vastness of the plot.

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

Outcomes



These are the elaborate, contradictory, complex, crooked and unique "Corsairs". And 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 of the beginning of the 2000s. By the standards of the series, the gameplay was, on the whole, the same as in 2003 and 2007, and it has remained the same. And for a modern gamer, this is by and large a verdict, because 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 game.

The immortal Storm Engine renders graphics by and large ten years ago (at the time of the game's release), periodically bugs so that it can spoil 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 did not happen as it should, and as a result, you cannot leave the location, because everything is locked. And, of course, one should not forget that the dialogues are not voiced, and the gameplay, at times, comes to a ten-minute reading of the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the setting.

The plot, which began for health with realism, slipped into a paranormal bodyguard, which, to be honest, was not too fun to go through in the final because of the hackneyed techniques 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 provide so far. Sid Meier's "Pirates" and AC IV: Black Flag are light arcade runaways, in comparison with which any part of the "Corsairs" seems to be 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 score on the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, start the plot. For old people, I would not advise to hope for some kind of revelation, but I would recommend to pass in view of the fact that there is nothing banal on the market - and this game, with all its ambiguity, can satisfy the feeling of nostalgia and give at least something new.

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

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General discussion and questions about the passage
The elder was a smart fellow. The youngest son and so and so. In general, he was definitely a fool.


Ahoy, brave sailors and lovers of adventurous adventures! Welcome to our little tavern at the end of the world! Grab yourself a pint of selected rum and make yourself comfortable. We will have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about 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 sniffed the smells of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a prolonged calm! Help choose a vessel to commit travel around the world or tell me a couple of tricks that will help a young corsair to become marine legend... Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers have gone too far with quests during which the GG loses his ship. You have to replay, swing the game, leaving the main ship docked in the port, and sail on some tartan or lugger on a mission.
Compared to other parts, the player is very time-bound. He has practically no time left to engage in piracy, trade and completing side quests for his own pleasure. The success of completing tasks for a while depends on banal luck with a tailwind, plus there is a bug when much less time is spent through the command "swim to ..." than to swim to the same point on the world map.
The only thing that pleased me in this game was trade. It really began to make money on it.

I recently deleted this game, although I also played for several months, then abandoned it, I did not like the too nerdy pumping of fencing, which, along with other skills of the Persian, increases very slowly, respectively, 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 high level skills.

In general, the game is unrealistically difficult. Too steep quest restrictions in time, the opponents were awesome at first (only with the help of the forts could smash them), and from the very first minutes of going out into the open sea at the beginning of the game, you immediately meet with entire enemy squadrons. Natural tin. Moreover, I am enraged by the impossibility at the beginning of the game (until you pump the skill of raising flags or a patent West India Company can not buy) 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) are asked exclusively to the Spanish colonies. But the story dragged on. The plot is good compared to the old parts.

Plus, the developers have gone too far with quests during which the GG loses his ship. You have to replay, swing the game, leaving the main ship docked in the port, and sail on some tartan or lugger on a mission.

Yes, I don't like that either. I know this should be the case as the game progresses. In the same Kaleuche, in my opinion, everything is based on this. But I haven't met yet. I don't know yet if every Luger officer will have to buy 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 plot. 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 rewarded all the NPCs with a real, lively character. I think that even Stanislavsky would not have found something to complain about.
Bright, dynamic battles that make you tense and sweat even at the end of the game. Although for a beginner (such as, for example, me, who previously played only in the first Corsairs), the game will seem too complicated even at an easy level. However, you can adapt, you just need to devote more time to the passage.
However, there were some drawbacks. The storm engine is cunning and merciless, it always starts to malfunction at the most crucial moment. Although, oddly enough, I had fewer sorties than the others.

Personal skills are pumped quickly enough. In general, fencing can be pumped by stupidly making your way overland to a Spanish fort (as long as the noble hidalgo treat the character no better than a piece of the impartial) and knocking out everything and everyone in the way. A couple of real-time clocks, and you already have a hundred skills. It's better not to go to pirates with such things.

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

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

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

Spoiler

in order to take Mary back on the second visit to the OS, it is necessary to make sure that the prophecy of the gypsy woman, about which Helen is talking, does not come true. That is, you must either not return the chest with doubloons, or call 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. Helen leaves at the end. Naturally, you won't be able to choose between the two, only Mary.

For me personally, there is much more positive in this part than negative. Every aspect of the game shows the work of the developers, which cannot be said about many AAA projects that are driven by commerce, not an idea. The only thing to scold is the engine, which, unfortunately, is not always able to function normally on XP + systems.

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


Exactly, there is very little time for a free game, 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).

Exactly, there is very little time for a free game, 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 Pirate Saga you can freeplay at least ten game years, which will not affect the plot in any way. How much more free?)
If, for example, take the standard system from the SOC, where the player is engaged in free play immediately after respawning, there are certainly differences, but they are not as critical as they seem at first glance.

Yeah. It is generally not viable, to be honest. Like a zombie. It seems to be moving, but hell knows when something will fall off from him.

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

The system not only has the right to life. So she is generally awesome! It is logical and consistent. Just by doing what is supposed to be done, you increase the skill. Truth in recent times I use gypsies more. Because some skills I still do not 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 in 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 difficult to be honest. And the plot does not let go.

That's right, that before fencing swayed perfectly during boarding in duels with captains and the enemy team, but now for this you need to generate save / load quests for duels in cities and arrange a hunt for local bandits, and then fencing is barely growing.

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

Gentlemen. As a fan of the series with a 7-year-old (already scared myself now) experience, I read your posts with interest.
First, I’ll say a few words about how this game came about. There was (by the way, there is still quite a team) 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 addition to the game - in fact, "To Each His Own". Some addon ideas (like generated quests) have been tested on the mod pack. The addon was supposed to have three main characters (Charles de Maure, William Paterson, Diego Montoya) with three storylines related to each other. When Akella, as the copyright holder of the series, saw what was the result, 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 plot only for Charles de Maure, since there was no time to revise 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 point. The previous game in the series, City of Lost Ships, was mainly focused on freeplay. Actually, the players got a lot of freeplay. The KKS developers 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 me. 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, the leveling of the soldiers in the fort was cut. Specifically, in the framework of the fight against stupid. As the developers explained, pumping the hero goes well for itself 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, most of the ship's skills and abilities are objectively unnecessary for the protagonist, because they are overridden by hired officers (key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (it 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 me is that the plot of the KKS is organically intertwined with the plots of, perhaps, all the previous games in the series. From the second, third and GPK - for sure.

When are they pirates drowned ships? It's not profitable

It's strange why. Due to 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 shops. We take goods where they are exported and sell them where they are considered unique. And if there is still an officer with advanced trade, then in general everything is super. Trade is made more difficult by the fact that there are many diplomatic obstacles in the game.
After completing 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.