Corsairs the story of a pirate passing additional quests. "Corsairs: The Story of a Pirate": the passage of the French and Dutch campaigns

Corsairs: A Pirate's Story- an unofficial addition to the original part of the RPG "Corsairs: City of the Lost Ships". The developers set the main goal of a significant expansion of the universe, adding completely new characters with their own plots and stories. Thanks to this, as soon as you finish the game for one hero, you immediately want to go through it again by choosing another. I do not want to leave the world where the salty sea wind blows and every decision must be defended with weapons in hand, until the last.

Game features

  • A large number of completely new ships with unique characteristics have been added. Carefully study them in order to choose exactly the vessel that will fully meet your requirements;
  • A huge arsenal that can be used to win in any fight: many types of edged weapons and several varieties of muskets. Use all this splendor if you want to emerge victorious in battles with superior enemy forces;
  • A non-linear plot flavored with a huge number of additional quests. The player can choose whether to make every effort to complete the main quest, or to start by completing as many free quests as possible in order to plunge headlong into game world to feel its indescribable atmosphere.

The plot of the game

The Corsairs: A Pirate's Story offers two characters: Peter Hein, a Dutchman, and Michel de Grammont, a Frenchman. Each of these characters has its own story and plot. Playing as Peter Hein, the gamer will go through the Dutch mission. It all starts with the fact that Peter, a young graduate of the best maritime academy, by the will of fate is thrown ashore by a storm. A catastrophe that took away everything that he loved and appreciated - his parents, his bride, a merchant ship with a cargo of silk. It is only by a stroke of luck that a poor fisherman saves Peter. But, as soon as the hero has time to recover, the British attack the island. Peter has no choice but to embark on a criminal path. Will he die in the first battle? Will he become one of the most dangerous and successful pirates in history? You will learn about this by going through the Dutch story.

The French line revolves around Michel de Grammont, the son of an officer. He was fourteen when Michel challenged an officer who had insulted his sister to a duel. After the murder, the hero has no choice but to flee the country. How will his fate turn out? He can end his life on a yardarm for killing an officer, or he can become one of the most powerful and influential people in the Caribbean. The French mission will tell about the details of life.

Game results

The extension is really big. Two serious, carefully crafted plots, a huge number of small improvements, completely new features and functions - this makes the game even more exciting and exciting. You can be sure that if you decide to go through it, you will definitely not be disappointed.

I want to bring to your attention the project Corsairs: Pirate's Story - an add-on for the game Corsairs 3.

Corsairs: A Pirate's Story

Flaming horizons of the Caribbean, endless seas, sapphire bays and lagoons, rich cities fortified with powerful fort citadels, jungles teeming with danger and adventure, pirates, privateers, merchants and adventurers, military convoys and golden caravans, powerful squadrons besieging ports and landing troops to capture enemy cities, mighty forts capable of smashing the enemy squadrons besieging them to pieces by means of fire from their coastal batteries, espionage, betrayal, secrets and bonfires of the Inquisition, conspiracies, intrigues, love and revenge, all this is available to the daredevil who dared to challenge the fate of the evil prevailing circumstances around him.

So, the Caribbean, 16-17 century - a time of power, conspiracies and struggle
for power in the New World, which broke out between the four mighty European powers. Only two goliaths - power and gold rule in these places. And only dexterity, courage,
yes, the devotion and skill of comrades can resist the hegemony of these giants and make them reckon with a new contender for honor and respect in these waters.

Climb onto the bridge of your ship, feel the coldness of the hilt of the blade with your hand, hear the howl of buckshot and the sound of boarding sabers, know the joy of victory and the bitterness of losing friends, but prove that you can play a worthy role at a time when the British Lion and the French Lily were in a tough confrontation with the Castilian power and Dutch gold.

Add-on team "Pirate Story" presents you new project games - Corsairs: The Story of a Pirate. The game is adapted for PC and is based on the pirate epics Corsairs 3
and Pirates of the Caribbean.

V currently the work is at the very beginning and you are offered almost an alpha version of the game, in which you can get acquainted with our project, leave us your wishes and comments.

The version submitted for your judgment contains an incomplete part dutch line passing the game, as well as a far from complete range of quests and generators.

In the future, the game will contain at least five storylines for different nations and pirate brotherhoods and a large number of quest bases of various lengths and themes.

In order to give more interest to the plot of the game, as well as to combine well-known characters in one time period, we had to give up some historical and temporal realities, however, the game is based on a number of reliable historical events, somewhat reworked and supplemented to give a certain effect.

Meet - Corsairs: The Story of a Pirate. Walk the path
from the beginning and make this story yours!

We wish you a fair wind on endless
Caribbean spaces.

Game Features:

  • the choice of nation at the beginning of the game determines the main character
  • the main characters in the game are historical figures, on the basis of whose biography storylines are built
  • game story concepts depend on the chosen nation
  • gambling with tavern visitors
  • new interface
  • change of clothes of the main characters
  • the trading system "returned" from the Pirates game caribbean
  • statistics of killed people and sunk / captured ships are kept
  • realism of shooting from a flintlock pistol - bullets are needed for shooting, pistols have a chance of misfiring.
  • hero skills increased to 100 points
  • the ability to equip one or another melee and firearms depends on the corresponding skills of the protagonist.
  • the ability to control a particular ship depends on the skill "Navigation"
  • global map - real caribbean
  • new health recovery system
  • new sleepover system
  • new quest generators for governors, tavern owners, shipyard owners, jungle bandits
  • new smuggling system
  • new administrative buildings appeared in cities
  • characters have a carry weight limit
  • boarding process changed (hold locations added)
  • system for generating "local" rumors among citizens
  • a huge selection of bladed and firearms (117 bladed and 53 firearms)
  • a wide selection of different types of ships (there are 42 types of ships in the game)
  • most quests have two or more options for passing, and much more...

An incomplete list of changes made to the game by the alpha version of the project:

1. It is possible to search chests.
2. New items have been added to the game.
3. In the city from the pier you can see not only your own ships, but also the ships of other captains.
4. In the tavern you can meet a player who will play with you in card game BlackJack ("21") is a mini-game within the game.
5. Now the NPC will come across all types of sabers and pistols that are in the game (the exception is the "quest" weapon).
6. You can trade items with street vendors and shop vendors.
7. At sea, there is no option to "Sail to" if there are hostile ships nearby.
8. Switching the camera from the 3rd person to the 1st person view and back with the "Tab" key. Unbind/attach camera to character F10.
9. The acceleration of time works at sea and on land. R - increase by z (press again to return to 1); +/- increase/decrease by 0.25 (maximum 5x, minimum 0x, i.e. pause).
10. Reduced by 3 times the speed of lowering / raising sails.
11. Decreased by 2 times the speed of reloading guns.
12. Changed the game interface (still under development)
13. Changed the music in the game.
14. The system for viewing relations between nations and the player has been changed, now it is made in the form of a matrix.
15. Improved NPC generator for generating normal land opponents.
16. Nations reconcile and quarrel according to the plot scenario.
17. Change clothes through the character interface.
18. Pistols are loaded if the weapon is sheathed and subject to the presence of bullets in the inventory.
19. When moving between locations, the current time changes (increases).
20. Added statistics of killed characters.
21. All NPS models are taken from the GPC. Some models are cloned and retextured, i.e. now there are fewer twins in the streets in the cities.
22. Added jungle, houses and other locations
23. Bandits have been added to the jungle, which do not always turn out to be bandits. If you're lucky, you can take one of 2 possible generator quests.
24. Moneylenders lend money, take money for safekeeping and get very upset if the debt is not repaid to them in time.
25. Removed the ability to save the game on the high seas.
26. Added the possibility of a pistol misfire. Depends on the quality of the pistol, the "Pistols" skill and the "Luck" skill.
27. The maximum value of each skill has been increased to 100. When you level up, 10 free points are added.
28. Penalty for ship control does not depend on rank, but on "Navigation"
29. Removed goods generator. Now on each island there are "fixed" goods.
30. Cannonballs, Buckshot, Knipels, Bombs, Planks, Canvas and Provisions can be imported/exported/contraband goods.
31. Smuggled goods have been added to each island. A new system for the sale of contraband has been implemented.
32. Changed the interface for simply displaying information about the colony on a paper map.
33. Added an interface for viewing prices and quantities of goods in the shops of the colonies. The list is updated after visiting the store (viewing goods). If the store has never been visited before, the list of its goods in the Trade Journal is empty.
34. Search of corpses.
35. Global map, islands, names of cities and bays taken from K:VL
36. Added the ability to go to the cabin through the menu.
37. Changed overnight stay. Now in the tavern room (or the cabin of your ship) you need to go to the bed and F3 or through the command menu "Use bed" and select the time to sleep: Until the evening, Until the morning, Until the next morning, 1 hour, 2 hours, 3 hours, 4 hours, 5 hours or 6 hours.
38. The algorithm for distributing items to merchants has been changed. Now there will be no freebies with the transition from the location and back.
39. There are a total of 53 firearms in the game (pistols, multi-barreled pistols, blunderbusses, arquebuses). The ability to use one or another firearm depends on the Pistols skill.
40. There are 117 melee weapons in the game. The ability to use one or another saber depends on the "Fencing" skill.
41. HP NPCs are not restored. Full recovery after sleep (in a tavern or cabin) or after entering the global map. You can restore health using the appropriate items (food, potions, spirits, etc.), which can be bought from merchants.
42. Some actions were voiced (launching / raising sails, meeting with an encounter on the global map, completion of charging the starboard / port side, etc.).
43. The number of voice lines for various NPCs has been increased many times over.
44. Changed boarding locations (taken from KVL). When capturing large ships, the chain of boarding locations consists of "Deck" --> "Hold" --> "Cabin".
45. Added the exchange of items with officers through the exchange interface (as when searching a chest). Called through dialogue with the officer.
46. ​​Removed the ability to upgrade the hull by "sewing" metal plates at the shipyard
47. Added the ability to store things in the chest of the cabin. When changing the ship, things are transferred automatically.
48. Limited weight carried by NPS. Added "Weight" parameter to each item.
49. New quest generators for governors
50. Statistics of sunk and captured ships are maintained.
51. Loaders have been added to cities.
52. There are 44 types of ships in the game (models Corsairs 3, Pirates of the Caribbean, Corsairs 3: Dead Man's Chest, Corsairs: Return of the Legend, Corsairs: City lost ships, several new models). Some ships have new textures. A full texture update is planned.
53. Random quests (not generators) have been added to some taverners. You can take it from the branch of the dialogue about work.
54. There are several additional quests in the game. Quests can be taken in a conversation with various NPCs, some quests "find" you on their own.
55. So far, only the Dutch story has been developed in the game (other nations are playable, but without a story). The story is nearing completion. The game has 65% of quests.
56. Tips on where to get some additional quests can be obtained in dialogue with the townspeople.
57. Spyglasses display the distance to a fort or ship.
58. Added generator quest for tavern owners.
59. Added a generator quest to the shipyard.
60. Added loading screens for various locations.
61. Added new emblems to the sails.

The Pirate Story add-on includes the developments of the Pirates of the New World project, and some members of the team of this add-on and some members of the add-on for the game Pirates of the Caribbean "Filibusters" take part in the development. So you will see many unrealized trends of these projects in the Pirate Story add-on

Everyone who has gone through the game "Corsairs" at least once would probably like to repeat the process again. The fact is that this game offers a unique opportunity to turn away from earthly problems for a while and become a real pirate. You will have the opportunity to buy your first ship, assemble a team, gain prestige by conquering the seas. Naturally, there is story line(campaign), however, you can have fun indefinitely by playing in free mode. But sooner or later the game will end, there will not be a single corner of the planet that you would not visit on your pirate schooner. Then you will have to return to reality and abandon your "pirate past". Naturally, you don’t want to allow this to happen, and the Corsairs: Pirate’s Story add-on will help you become a pirate again, the passage of which will return you to the familiar world of adventure.

Game description

Let's see what surprises the continuation of our favorite game has prepared for us. What is interesting about Corsairs: A Pirate's Story? The passage here is divided into two campaigns, which consist of eight and ten story missions. In one of them you have to become a Dutch merchant who will lose absolutely everything in a storm. Miraculously, he will be able to escape, after which he will begin his wanderings across the seas. In the other, you will immediately have to become a French pirate who, at the age of fourteen, killed an army officer in a duel and was forced to set sail in order to avoid imprisonment.

These two campaigns will again allow you to become a pirate, surf the oceans and capture ships, destroy opponents and pursue your cherished goal. In the game "Corsairs: Pirate's Story" the walkthrough is focused specifically on the main plot, so there will be less freedom of action, but the story will capture you so that you yourself do not want to be distracted by something else.

Passage of the Dutch campaign. Part 1

If you have chosen the Dutch campaign in the game "Corsairs: A Pirate's Story", the passage will begin from the moment your hero Peter Hein survives the wreck of his ship and finds himself on the shore of the island on which the village is located. The old fisherman will shelter him and give shelter, but then the unexpected happens - the village will be attacked by British troops who will capture you. You will have to agree to spy against your own country. But pretty quickly you will be able to get rid of this burden. You will need to help one old sailor, who will give you his ship in gratitude, since he himself has long been going to retire. From here your adventures will begin.

First you will need to contact the banker and open a branch, after which you will have to commit a real scam. In a community with two other pirates, you need to capture the ship carrying the bank's fund. By doing this, you can deal with the rest of the pirates and take possession of absolutely everything. As you can see, the passage of the game "Corsairs: Pirate's Story" puts you in front of interesting choice and this will happen again and again.

Passage of the Dutch campaign. Part 2

If you have chosen the Dutch campaign, the passage of the game "Corsairs: The Story of a Pirate" after the quest with the bank will no longer turn in a different direction. The next task is to find a bank where coins will be cast on order, and then for another bank, escort a caravan, which other pirates will constantly try to attack. The last two tasks will be the most exciting. In the first, you will need to get one of the important members of the pirate Coastal Brotherhood out of prison in order to convince them not to attack the Dutch ships. And in the second you have to swim in search of a rare gift for the daughter of the head of the bank. In the game "Corsairs: The Story of a Pirate", the passage of quests will be very exciting and interesting due to their diversity and unusualness.

Passage of the French campaign. Part 1

Michel de Grammont is main character second campaign, a French young lad who is in exile for killing an officer. Naturally, he chooses a pirate life for himself. So you start in the game "Corsairs: Pirate's Story" walkthrough. France is just one of your opponents on the way. Basically, you will have to fight other pirates, proving your worth and gaining a reputation. This campaign is much more active and combative than the Dutch campaign, as here your goal is to become one of the best pirates all over the world, going from a simple crew member to one of the Truth, the path will not be too long - only ten jobs. And already in the first of them, for military merit, they will give you the first ship on which you will begin to "pirate".

Passage of the French campaign. Part 2

During nine out of ten tasks, you will have to fight other corsairs, as well as those who do not like corsairs in general. Gradually you will become more and more famous person among the pirates, acquire more impressive ships and a more reliable crew, until in the last mission it turns out that you have been demoted. You will have to go to the king of France, where you will be pardoned and even given your own colony in which you can live and prosper.

1 PROLOGUE:
there are two options for passing - this is to sail away with the Frenchman and fall into the hole from the deck into the hold and stay ... the second without a bug and is playable without swearing towards the creators))
Left on the island, GG is captured by the British, where he is offered to become a spy against the Dutch. Agree, we go to the pier and meet a person who offers us a way out of this situation, all the same, betrayal is a disgusting thing ... We do what we are told and get to Bermuda (the main thing is not to die in a fight).

2 Aldo Wildman:
In Bermuda, we go to a tavern where two types attack us .. we cut them, a man comes up to us and asks us to help him escape from the island with his beloved. After waiting for the night in the tavern, we go to the house near which there are two guards, having removed the guard near the door, be ready for a fight inside ... Having dealt with the thugs, we take the lady and run to the port where the ship is already waiting for us. Curacao course. Arriving at the place, the owner of the ship declares that he decided to settle down and gives us his ship and also advises to visit the head of the banker's house (the head is in the usurer's house in the room on the right).

3 Bank branch:
The banker gives us the task to open a branch of the bank ... We sail to Dominica and from a conversation with the residents we learn that a bank is needed there, we go to the head of the settlement and get his consent to open a branch.

4 Branch monitoring:
Having received the task, we sail to Martinique and from the conversation and the head of the bank we learn that they intend to capture the stock market, he gives us several shares. At the exit, a man comes up to us and offers a small deal ... It's your choice to agree or not! If we agree, we will find out that we need to attack a ship that is carrying good booty ... We go out to the global ship and look for purple sails, board it and the bay is divided. One of the privatists refuses his share and we refuse the offer to divide 50/50.. Having removed our opponents, we get a controlling stake!!! We return and give the task.

5 gold guilders
Everything is simple here: you need to find a bank that will agree to withdraw money on order!
I hired the same bank in Martinique with an overpayment))

6 Caravan
From the beginning we buy equipment for the caravan, then we sail to Bermuda. When exiting the glob, be prepared to take the fight. Having taken the caravan, we sail back. The main condition: all ships must get to the place !!!

7 Parliamentarian:
According to the assignment, we must go to the Coastal Brotherhood and persuade them not to attack the Dutch ships. We are on our way to Bermuda and we receive an answer to our request that one of the members of the council is in prison and we need to get him out. There is nothing to do, you have to pull it out ... We sail to Porto Bello and go to the commandant of the fort and offer a ransom for Zhivopyra. We return to the city and go to the tavern where we see a Spanish officer, help him up into the room and, leaving, grab his uniform. Having changed clothes, we go back to the fort and pick up Zhivopyra. It is important that the ship was in the port otherwise Zhivopyra will not go!!!
The whole thing is done heading for Bermuda!!! Having received an assurance that the guards will not attack, we sail to the employer.

8 Rare Item:
The head of the bank asks us to find a very rare product in the Caribbean by the day of the wedding. We sail to Le Francois and in the tavern we speak with the smuggler. He says that they cannot help us and offers to ask the merchants in the shops.
In order not to scour the entire archipelago, we immediately sail to San Juan. From the conversation with the merchant, we know that there is a person near the bank who can help us. We go there and find out that the person we need has sailed to Jamaica for 2 weeks. After 2 weeks, we return and find out that jewelry was stolen from his wife. We need to find them in exchange for a supply of a rare commodity.
You need to get around the street vendors (I was lucky at the first one) !!! One of them will have one of the stolen things, click on the merchant and he gives us the one from whom he took them ....
9 In the paws of a lion:
This is the last task of the head of the banker.
So the head of the banking house tells us that our governor has gone somewhere
and for sure this is the work of the British. The only normally developed city
for several kilometers this is Antigua sailing to Antigua, (it is desirable to have
a ship of 3 or 2 class or a normal squadron) we cannot land in the port
so we land in the bay and there we meet a man who introduces himself to us
one of the survivors after the capture of the governor's ship, he tells us that
the governor is going to be taken to Port Royale and we need to hurry because soon
he will be led through the jungle. Then this man that told us everything says that
he is an English spy. He will try to kill us with a squad of soldiers when you have finished off everyone
we go to the jungle there will be another detachment of soldiers with an officer and send these to
hell. We talk with the governor, he says that in one of the mines (dungeon)
the diplomats remained locked up, and if we get them out, he will generously reward us.
So we go to the dungeon (stock up on healers there will be no officers) there will be somewhere
about 6-10 soldiers with an officer when everyone is dead we go into the room they will stand there
diplomats talk with one of them and go to the ship. We sail to Curacao
and near the island we go out to sea and immediately move to the cabin, we speak with the governor, he says that now we are in his service.
END OF BANKING
P.S. Before you complete this task, it's better to take your earned money
at Vanstal