Corsairs each their scaling of personal skills. Corsairs: to each his own (2012). Headache for Zadrotov

Korsairs everyone is yours General issues Advice
The best tools for the healing of your character and team is a lounge in the tavern, rest in the brothel, donations of the church.
The more you get wounds in battles, the longer you should spend rest until there is an inscription near the health, excellent.
It is very difficult at the beginning of the game to fight, use the NAM + keys - to slow down the battle.
At the sea at the beginning of the game the main task at least just shoot, you will not immediately fall, so you first need to develop your skills.
In battle, on the shore, work out skills for all types of weapons.
Try not to relax outside the tavern.
Sailors can be recruited both in cities and pirates in taverns.
Arm your posboards like yourself, from you will leave only the scoundrels, if you are a villain, then the opposite.
Cancel in yourself a team of good people, the villains to give the authorities to the authorities.
In order for the reputation about you in all the Caribbean Islands, let go of good people if possible.
When the vessel is overflowing by sailors (sailors are displayed in red), the likelihood of the rebellion on the ship is great.
Pay salary always on time and let's relax your girlfriend.
Carry out saving to key moments.
All your property from chests in the captain's cabin is transferred automatically to new ship When changing the vessel, improvement, etc.
If you defeated the pirates, you are difficult to leave them, go out into the F2 mode, throw off extra goods overboard, and you will see how to increase the speed of your ship, catch the passing wind.
In the cities you can meet a church servant, he proposes to highlight your ship, cost depending on the class of the ship from up to 5,000 to 25,000 pesos, this service increases your reputation
When donations, the church ministers walking around the city, the reputation is growing and you get well, health can be excellent from good.
Try not to enter into battle when two powers are fighting, it is probable to hook a friendly ships with cores.
If you are in an open area with the band of the villain, do not hesitate to change the position for the battle, bounce and run away. The stupid bastards do not have the concepts of the tactics of battles, and chase their opponents to the crowd, like a pig behind the acorns. Divide them, cut one by one - a noble nobleman alone is able to lay a dozen ignorant plebeans.
If you get into the storm, it is best to lower the sails so they will damage the least.
Character and ship is a single integer, pick up the ship according to your navigation level. The game distinguishes 6 classes of ships
At sea when you are attacked, drop sails, shoot the bookkeepers, then raise sails and your opponents
If the enemies closed you in the port and do not go out, you can swim around the sea a certain distance, and then go to the card.
In the cabin of your ship "Thought out loud" you can call your companion and give him a team to take the ships to the board or not. Or when you can change your ship or not.
From time to time you will attack the interceptor, get rid of them just, leave the global card for a few minutes to speed up time and then back to the global map.
Perform the tasks of the governors to search for the ring in the brothel, the ring can be found at the curtain or on the floor, on the stairs. This will improve your relationship with a nation.
Cannon or cooler? In the section Guns, the cooler you will find the Ballistic Scheme. The guns are recharged faster and weigh less, but the cooler will be beaten further. So, decide what is more important to you - recharge speed and place in the hold, or the accuracy and range of shooting.
Do not chase the senior calibers of the guns. The larger the tool, the longer it is to recharge it, and the more it weighs. What is the point of putting the maximum caliber and get a ridiculous calico, in the hold of which nothing can be downloaded.
Small calibers although they cause less damage, but is easy to maintain, fast in recharging and do not burden the ship overweight.
British sailors skillfully manage the ship, namely speed.
French sailors are real guns, you have to increase firepower.
Korsairs each of his characteristic characteristic of the character and your skill skips
Health is an indicator of the general physical condition Character: The worse, the worse all the indicators become. Health worsens if your hero receives many wounds or too often uses different potions, and is restored if the hero does not participate in hand-to-hand fights. If it fell lower than excellent, the character receives fines in the skill and in characteristics. Health is restored by itself, pretty slow, especially during swimming. Faster the health of love jokes is restored, sleep in the tavern helps slightly. The ability of "excellent health" speeds up the restoration of health is twice. Health can relate to one of the following groups: terrible - bad - unimportant - the average - good - excellent golden background of the indicator means that the current group has become for the character's maximum character, and it does not improve itself. White background Signals that a health group may increase (health recovery). Priests in churches
can restore the maximum health, but infrequent, slightly and very expensive. Sometimes a visit to 2-3 priests is required to "golden" health again become "white", and could improve. If you believe rumors, you can fix the health of the character, if you take a rare specialized drug made by the aborigines. However, after that, it is still necessary to wait for the health itself to recover to an excellent "golden".
Life is an indicator of the character sustainability to physical damage. The more the points of life of the character, the greater the crushed, cut, chopped and firearms, you need to put it to kill it. With each increase in rank, the magnitude of life increases the value depending on the characteristics of endurance.
Rank is an indicator of the level of character development in the game. Rank varies stepwise with the acquisition of experience. Together with the rank of the character also increases its life by magnitude, depending on its endurance. With an increase in the rank of protagonist, more strong opponents and new items will come across.
Energy is a stock of a physical hardiness of the character. All attacking actions in a hand-to-hand fight require energy costs, during the battle the character gets tired and to replenish the strength he needs a passage. The maximum value of energy depends on the current character reaction.
Money is money. Rare French ECUs and English crowns, usual Spanish peso (they are Piastra) and many-sided tales ... What is the difference? All this variety is a solver silver that does not recognize any borders!
Weight is the maximum possible total weight of the cargo, which the character can carry without loss of their motor functions and while maintaining the level of skills. Depends on the strength, endurance and level of complexity of the game. The overloaded character moves an exceptionally slow step.
The title - the name is displayed here, indicating the official recognition of the merit of the character of the Power character, in which it consists.
The experience threshold - in this field it is shown how many points in the currently selected skill, rank or ability is already accumulated and how much is required to obtain the next point or transition to the next level. The skills grow from actions. For example, for each tidy shot, points of experience in the skill "Pistols and Musketes" are charged. The resulting points of the skills, in turn, fall into the experience of rank and the corresponding skill of personal or ship's abilities.

Corsairs each character characteristic of the character's personal skills
Charisma is the ability to convince and pass people behind them. It affects the outcome of gaming events in situations associated with the personal charm of the character or its reputation. Depends on leadership and trainee (A * 0.9 + T * 0.1)
Rapiers and swords. Ability to handle rapies, swords and other infrident instruments, small in size. Depends on the reaction and perception (R * 0.9 + 1 * 0.1)
Sabls and Tesaki. The ability to manage with sabers and similar curved rubbing and cruise-cutting weapons requiring not only strength, but also a certain skill. Depends on the strength and reaction (P * 0.6 + R * 0.4)
Balayshes and axes. The ability to handle heavy groats, axes and rare swords requires depth physical strength. Depends on force and endurance (p * 0.9 + E * 0.1)
Pistols and Muskets. The ability to use personal short, long and multi-rolled firearms, requires dexterity and a certain good luck. Depends on the reaction and good luck (R * 0.5 + S * 0.5)
Luck. Fortune. She is the luck. Needed everywhere and everyone! Depends on luck. (S)
Secrecy. The ability to slip past the enemy workers, in the endless ocean desert to evade the pursuers or, like the thunder among the clear sky, to collapse on the careless enemy. Depends on luck and perception (S * 0.5 + 1 * 0.5)
Corsairs each of his character characteristics Ship skills
Navigation. The ability to spend the ship through the storm and thick fog. The ability to use navigation devices and manage the squadron. The biggest and terrible ship will fly as if the bird, easily obeying the hard hand of an experienced skipper. Depends on perception and trainee (G0.2 + T * 0.8). To control the vessel of a certain class, the corresponding minimum navigation level 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 navigation skill leads to a decrease in all skills and characteristics of the hero (so-called "minuses", the emergence of negative penalties in characteristics). The magnitude of the penalty is defined as the difference between the current and required navigation value, in classes. Example You have a skill navigation 50 and Palash's personal skills and axes 35, you began to use a class 2 ship, all your skills are reduced by 30 points, now the skill of the executioners and axes is 5 points.
Accuracy. One of the most necessary maritime expanses of qualities. This captain will not spend the ammunition to dissolve all the fish in the district. Each PSC - in the target! Without perception and good luck, do not do here (L * 0.8 + S * 0.2)
Guns. Deftly equip the tool and until the shooting of a shot has not yet been aged among the bulkheads, again banned-equipped, not forgetting the trunk in time, cool ... nothing is superfluous - charge, go, volley! Depends on trainee and sipes (T * 0.6 + P * 0.4)
Boarding. As it can be careful to bring the vessel to the enemy board, to throw cats and avalanche from the first time to collapse on the trembling opponent, hurricane to rush along the decks and. With minimal loss to take an enemy ship deserved prize! All this requires considerable skill and experience, but rich mining will easily pay off every effort. Enables the reaction and learning (R * 0.7 + T * 0.3)
Protection. The day after day the team "carries out" to the ship, and now every sailor has a dozen newbies. Protect its people during the battle, not to give them stupid and pointless to die - the task of a good captain and a deft strategist. Endurance and leadership is equally important to the mobilizing crew to protect the ship! (E * 0.5 + A * 0.5)
Fixing. When the nuclei fell on the ship with a ruthless hail, divert the sides in the chips and turn the sails into rags when under the blows of a merciless element tremble and moaning a tired body, and the wind tears tackle, like a thread, the repair becomes the most important from ship skills. Endurance is crucial, then perception
(E * 0; 8 + 1 * 0.-2)
Trade. The skill with profit to sell the next day that yesterday I bought on the occasion. Knowledge of advantageous trading routes, business grip, careful accounting and durable spacious shopper always on hand to a person enterprising. Trainability and leadership decide everything (T * 0.8 + A * 0.2) ...
Reputation. Reputation displays the attitude of society to the character. The reputation of ordinary characters is unchanged throughout the game: it is believed that their temper has already been formed and they are quite monotonous in their behavior. From all the other main characters distinguish authority, fame and honor. The fame of the hero with time is melting, and the actions are erased from the memory of people. Poor is forgotten worse, good faster. If you do not make any serious actions, the hero will be perceived by the surrounding as "unknown adventurer". Authority, fame and honor are distinguished by the main character from all other game characters. Authority is an assessment of the hero to his environment (primarily the crews of ships consisting in the squadron of the protagonist). If the authority of the captain fell critically, it is presented to him a black mark and suggest to fold the powers voluntarily or forcibly. If the authority is high, cohesive around the crew commander can withstand any tests with faith in the future! Fame shows what popularity, celebrity, glory of the main character. In front of the famous person, any doors will open, fans are looking for his attention, and opponents tremble from one mention of his name! The real hero is not going anywhere from the nobility of the Spirit, Altruism and High Aspirations. From the God's commandments and human laws. Honor shows what your hero is most likely inclined. The honor is growing when he saves the world and its inhabitants. Or falls to the most ugly depths, from violated promises, creatible violence and evils. Honor depends on the actions of the character and, in turn, affects how other people acting in the game perceive. However, if the hero leads a monotonous and measured lifestyle, chooses the least risky solutions, lonely travels in the deserted seas, his honor and fame go away, like sand through your fingers, striving for a neutral and uncomplicated middle. In the game, the memory of the Cork community and on average does not exceed half of the game year.
Korsairs to each his cannons, cooler on your vessels


3 pound guns
Deck guns equipped with turret. They have the greatest mobility and, due to small sizes, the smallest strength and distance of the defeat. Often are supplied with a replaceable treason part that allows you to produce a quick recharge. Distance - 350, damage - x 1.0, recharge - 10 seconds.

6 pound guns
Small guns, very popular on courier and commercial vessels due to low weight and ease of maintenance. Distance - 450, damage - x 1.5, recharging - 19 sec. Weight 6 c.

12 pound guns
The basic tools of a small military fleet, capable of fire at large elevation angles, which significantly increases the effective distance distance. Have a high reliability. Distance - 550, damage - x 2.0, recharge - 31 seconds. Weight 11 c.

Punches 16 pounds
Modern instruments of french type. Thanks to the progressive design, larger damage is applied and at a greater distance, compared with ordinary semi-intensities, slightly inferior to them in time of charging, reliability and somewhat surpassing in weight. Distance - 600, damage - x 2.5, recharging - 40 seconds. Weight 16 c.

20 pound guns
The tools of the largest caliber, allowing to use the waters of the cores on the vessel, noticeably increasing damage to the enemy. However, the length of the trunk leads to a noticeable increase in their weight. Distance - 650, damage - x 3.0, recharging - 48 seconds. Weight 20 c.

24 pound guns
The most balanced at the ratio of the main technical indicators of the gun. Enjoy well-deserved in military and expeditionary ships. Distance - 700, damage - x 4.0, recharge - 56 seconds. Weight 29 c. pack 1 pc.

Punches 32 pounds
Large-caliber heavy guns suitable for bombing of fortifications. Apply a crushing damage case. The range is 650, damage - x 5.0, recharge - 61 seconds. Weight 40 c.

Policulus
Long-life 8 pound guns on a special machine with a powerful bed and alloyous wheels ... have an enlarged shooting range. Usually apply to the maintenance of barrier range - 700, damage - x 2.0, recharge - 35 seconds. Weight 16 c.

Kulevrins
Average 18 pound guns of increased range, suitable for consumption for relatively small courts. Despite the striking distance of the battle, differ in incredible weight and durability of equipment. Distance - 850, damage - x 3.0, recharge - 52 seconds. Weight 32 c.

Ballistic diagram All guns. To try to compare in the battle of Kulevrins and 100 pound guns, you will see that the range is not so important than killeriness.

Hello everyone, you are on a blog about fantasy and fiction! Sometimes there are issues that are not associated with fantastics, but this is not the case. In the data of "Corsaars" diameters enough. In all senses.

The game turned out to be made on the engine of past corsars, that is, the same bearded year. Already then, everything was squeezed out of it, for which his senile power is capable, so can't boast of any new picture. Is that some screensavers, model characters and icons redrawn. A couple more rollers added.

However, I am quite comfortable to play and so.

So, the game. We have no character choices, you can play only one - French by Charles de Mor. Next, select the parameters, making focus on fencing, handling heavy weapons, pistols and muskets or trafficking and oratorical art. In my opinion, it is better to choose something from the first two options. I stopped on rapiers and swords.

Attention! In no case, do not exhibit the complexity above the second level! All, except the most avid zadrot, play at minimal complexity. Masochists confident in their glory, can choose the second complexity. In different versions of the game, it is or boatswain, or brave privatir.

The game is insanely complicated, and if you confidently felt the difficulties of "captain" in the "city of lost ships", then put minimal complexity here and exhibit all possible crossings in the menu next.

If you played on the "Admiral", and you were more or less tolerant, you can take a chance to set the second difficulty.

When choosing a higher level of complexity, you will throw the game in a few hours, the developers and all white light. I'm serious.

No, you will be worn and screaming in any case, even at minimal complexity, but then at least a chance will have a chance that you do not throw the game, but we climb on the Internet for tips and manual.

Important! This game must be held exclusively with a detailed manual! This is connected not only with the proceedable complexity of the game, but also with the bugs - not knowing, in which moment of trick, you will not have a chance to avoid fatal bug. Link to one such I will give at the end of the article.

Okay, the difficulty is chosen, everything is configured, went!

I did this: z - shot, q is an active action key, C - power punch and parry (instead of a wheel). So play quite comfortable.

First impressions

They are excellent. We are familiar with the game in detail, they drive a little over the handle, telling about buildings and gaming opportunities. It seems that the game is designed for new players unfamiliar with the previous parts of the franchise. Do not give in to this impression!

The first complexity - in the past time I forgot about the management in battle, and here no one is in a hurry to explain what keys to harm. Therefore, in order to understand the types of shocks, figs and parry, go or on YouTube, or on thematic sites. For those who are familiar with the earliest parts, I will briefly explain the innovation:

1) A new parameter for a melee weapon is a balance. Very important, and closely connected with two factors: the type of weapons (rapies, sabers or executioners), weight, impact type.

For the rapier, the ideal balance is 0.0. In this case, the attacks (by default, the right mouse button) apply the maximum damage. Dragging and power strikes are not for easy weapons.

Sabls well show themselves with a balance closer to 1.0. They can and chop, and prick, and carry out power strikes. The problem is that nothing of this saber does not perfectly. In "Corsaars: the city of lost ships" the saber was the most comfortable weapon for me. Here they are some stupid. I do not advise.

Balayshes and axes. Balance closer to 2.0. Crawling and strength blows. Beats hurt, but consumes a huge amount of endurance.

As the weight affects the damage, it was not possible to find out. Most likely, as well as the balance - the more weight, the stronger the damage of the dealing weapons. In this case, the rapiers are better to choose as easily as possible.

2) Pistols can now explode during a shot. I had such a terrain and dueling pistols. Multisage, muskets and shotguns did not explode.

3) New charge types: In addition to bullets, there is a fraction, harpuna and nails. There is still a manual fruit with grenades.

New is good, but there is a big but here. The fraction is striking only one goal, thereby fully depreciating itself. I have a building cordnica shot a fraction in the crowd (although if you believe thematic forums, it should not be), but there damage ridiculous.

Removed the skill of "Berserk", which is in the previous part. On the one hand, right - the thing was absolutely cheat, turning any duel in nonsense, but I'm somewhat used to it. Yes, and with it, the local quest duels would not give one place.

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 on the manual. Otherwise you get stuck on Martinique. Play only on the manual!

How to work Quests from Fadey, I did not understand. If you take them out not in order, then you will easily break some scripts, and it will not give you the instructions that your brother spoke.

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

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

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

Secret organization: negative reputation, pumped up all weapons to some level (somewhere 30+).

Here you are waiting for difficulty. Missions, limited in time, Mozgolno complex duels and other friendships. But if you played in previous parts, you can master it all.

And I will go to Cherry on the cake.

Quests broken players

Called this joy " Pirate saga" This is a global, mandatory and plot interesting quest. Made of finished sadists.

The first complexity - you will need to save one girl - Rumba, she is helen - for 16 calendar days. It will be at the very beginning of the quest line. And if you fail this salvation, then turn the entire line.

The first complexity - there is not a word about the timing in the journal.

The second complexity is even with a passing wind, you will not have time to flow to Antigua on time. In no way.

What to do? Go out on a combat card, and swim through it, occasionally leaving the global card to refer to the direction.

How do you need such gamedizin?

In the "Pirate Saga" there are still many difficulties, but I will go to another extreme anxisment:

Two marine battles in a row. At first, you should be on Polakre (3rd class) to cope with the corvette and frigate. And then on the same Polacre abdicate a heavy frigate. And it's just tin even on the second difficulty.

Then you can still break the scripts in many places if the quests are not in order, and much more exciting.

Impression

Because of a really interesting plot company, my language does not turn to call the game bad. I received a huge quantity from her. Yes, it was a somewhat perverted pleasure, especially until I thoughtful to break into the manual, but still.

Large, variable and interesting stalk. It is cool, and for these developers a big respect.

Good nippers - Mary Casper. But if you play not on the manual in life, you can not guess what to do to join your team. Yes, you can not even meet it. While the location of the island of justice is not so big. But confusing ...

Recycled the characteristics of ships. Now Corvetts are useless troughs. Otherwise - a good rebalance.

Outcome

If you are doing well in the game series, then you should arm yourself with a manual and detailed passage, and play "Corsaars: to each his own."

If you are more or less Share in Corsaars, you can try happiness at minimal complexity. Again with the manual and passage. But be prepared to suffer.

If you were not played before in Corsaars, then starting to "everyone" - the idea worse will not invent. "City lost ships"At one time, called the most difficult game of the series, and" each of its own "- once in 5 it is more difficult ...

So always: the good plot does not want to get along with anger geimidizayn. Almost always have to choose something one, especially in more or less independent projects as this one.

Play - at your own risk. I will go to the end to the end. Now I brought the Inquisitor with 3 church relics, and took a long pause - the nerves calm down.

Passage that I used: the beginning of passage. On the same site there are detailed manuals and for later quests.

See you soon!

By the way, "The Witcher: Blood and Wine" announced better RPG 2016 🙂 aha, addon. I have on the site who did not play or saw not all the endings - I recommend to get acquainted. There are also references to 2 other articles in the world Witcher.

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General discussion and questions about passing
Senior - smart was a kids. Junior Son and So, and Syak. In general, I was exactly a fool.


Aho, brave sailors and fans of adventure adventures! Greetings in our little restaurant on the edge of the world! Take yourself a pint of the selected Roma and arrange more comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about the adventures that are waiting for us, simple Corsaars, on the way to legendary treasure! Do not skimp on words! Share your experience with green Jungi, not yet sniffed smells of sweat and powder! I did not know the joy of fresh sea breeze after a protracted calm! Help choose a ship for committing around the world travel or tell me a couple of tricks that will help the young Corsaire become sea Legend. Rest, have fun, and remember: after all, the parrot is alive!


Plus, the workers were very moved with quests along the course of which GG loses his ship. You have to be replayed, waving the game, leaving the main ship on joke in the port, and swim on some tartan or a lugger.
Compared to other parts, the player is very attached by time. He practically does not have time to deal with piracy, trading and performing side quests for his pleasure. The success of the tasks for a while depends on the banal luck with the passing wind, plus there is a bug when it is spent through the command to "get to ..." is spent much less time than the cost of the same point in the world map.
The only thing that pleased in this game is trade. It really became really to earn.

Recently deleted this game, although he also played for several months, then he threw, I didn't like too docking fencing, which, along with other Persian skills, rises very slowly, and, accordingly, personal abilities are earned.


But with ship skills more difficult. I still use the skills of the navigations. Benefit quest officers possess high levels skills.

In general, the game is unrealistic. Too cool limitations of quests in time, the opponents at the beginning ofigere (only with the help of forts could hand out), and from the very first minutes of entering the open sea at the beginning of the game, we meet immediately with the whole escaders of the enemy. Natural tin. Moreover, I am inseminating the inability at the beginning of the game (until you pump the skill raising flags or patent West Indian company You will not buy) to carry out missions for the delivery of some passengers and ships to the Spanish shores. And almost everyone meets the characters at first (at least in my case) ascend exclusively in Spanish colonies. But the story tightened. The plot is good, in comparison with the old parts.

Plus, the workers were very moved with quests along the course of which GG loses his ship. You have to be replayed, waving the game, leaving the main ship on joke in the port, and swim on some tartan or a lugger.

Yes, I don't like it either. I know that in the course of the game it should be. In the same caliper in my opinion, everything is based on this. But not yet met. I do not know yet if everyone will have to buy every officer to buy what to keep them. For the passage saw that only one of them survives. That I mean Mary or Rumba, depending on whom you will take. And yes, it is a pity that both it is impossible to take.

I liked the game, especially the plot. He is above all praise. So many variations of the passage, it is thought out literally all to the smallest detail. The scripts were really bored for fame, especially when the dialogues were awarded all the NPS by the only NPS, a real, living character. I think even Stanislavsky would not find what to find face.
Bright, dynamic fights, which even at the end of the game are forced to strain and sweat. Although a newcomer (such, for example, as I, who previously played only in the first Corsairs), the game will seem through the chaur complicated even on a light level. However, it is possible to adapt, it is necessary to pay only more time to pass.
Without minuses, however, it was not. The stormy engine is cunning and merciless, always starts to get into the most responsible moment. Although I, oddly enough, the departures happened less often than the rest.

Personal skills are hampered quickly. Fencing at all can be poured, stupidly enjoyed on land in the Spanish fort (so far noble idalgo treat the character is no better than a piece of non-cellular) and cutting everything and all on the way. A couple of hours of real-time, and your skill is already on the hundred. It is better not to climb into pirates with such things.

On older versions, I remember, this was really possible. In the last version, they chopped such a freebie. The skills are hampered, but extremely slowly, only on tasks experience drips.

In fact, the opportunity to take both is, the truth is not forever, and even then with restrictions.

There is nothing complicated, just to cross the entire Pirate Saga.

Spoiler

to pick up Mary still at the second visit to the OS, it is necessary to make that the prophecy of the Tsigan is not fulfilled, which Helen says. That is, it is necessary either not to return the chest with the guns, or call Helen with the name of her adopted father, MacArthur, and not Sharpe. In this case, Mary agrees to climb the ship and both girls will travel from GG on the ship to the end of the saga. Helen at the end leaves. Naturally, you can not choose between them, only Mary.

Personally, for me positive in this part, much more than the negative one. In each aspect of the game, the work of the developers is visible, which you will not say about many AAA projects that are moving commerce, and not an idea. It is worth scolding only the engine, which, unfortunately, is not always able to function normally on XP + systems.

Fencing rolling speed depends directly from the game style. It is logical to assume that if the GG is constantly in the sea - sea skills will swing. As for me, the Duck 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.


That's it precisely that it is extremely small for a free game of time, perhaps only at the stage of collecting a million peso (if you collect these pesos not through the quest "Dutch Gambit", but through trade and piracy).

That's it precisely that it is extremely small for a free game of time, perhaps only at the stage of collecting a million peso (if you collect these pesos not through the quest "Dutch Gambit", but through trade and piracy).

Three months to collect one million pesos - a convention that can be broken several times. Also, after passing a pirate saga, you can fry at least ten game years, which will not affect the plot. Where else is free?)
If, for example, take the standard system from the GIC, where the GG immediately after the respauna is engaged in a free game - certainly there are differences, but not as critical what seem at first glance.

Yeah. It is generally unwillingly, honestly. Like zombies. It seems to move, but hell knows when something falls off from him.

Fencing rolling speed depends directly from the game style. It is logical to assume that if the GG is constantly in the sea - sea skills will swing. As for me, the Duck 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 is not enough that has the right to life. So it is generally awesome! It is logical and consistent. Just performing what is supposed to raise the skill. True B. lately I am more resorting to the help of Gypsies. Because Some skills I still do not understand what rolled. For example, the same secrecy. And for some quests, this secrecy is directly necessary skill.

Compared to other parts, scene quests appeared, which require time execution, but it does not mean that it is impossible to choose the right moment for a free game between these quests

Can. But it is very difficult to honestly. Yes, and the plot does not let go.

That's it precisely that earlier the fencing was perfectly shot during the boardings in the fights with captains and an enemy team, and now it is necessary to make a save / load for this to be a duel in cities and arrange a hunt for local gangsters and then fencing is growing barely.

This fencing is improved faster than the remaining skills. Moreover, local gangsters are not so rarely come across. Yes, and I often try to take the vessel of the enemy by Abordazh, than to flood it. Well, during the secret visits to the Spanish colonies, I simply can't help you to go inside the settlement and keep a couple of noble conquistadors. As a result, fencing skills and firing is completely pumped. But with the rest, less and less rosy. Some even up to 50% did not even rust.

Gentlemen. As a fan of a series with 7-year-olds (already it became scary now) I read your posts with interest with interest.
I first first, a few words about how this game appeared in general. It was (however, it's quite a team of player enthusiasts now), such a team of player enthusiasts, Black Studio, which made a global modification on the "City of Lost Ships" (previous game series) - Mod Pak 1.3.2 Adventure Tales. In parallel with the modification, they made a fan supplement to the game - actually "each of their own". Some ideas of addon (for example, generated quests) were tested at the fashion pack. In Addon, there should have been three main characters (Charles de Mor, William Paterson, Diego Montoya) with three scene linesrelated to each other. When Akella, as the right holder of the series, saw what was obtained in the end, she decided to publish this project as a separate game. So appeared "Corsairs: to each his own." In the first version of the game there is a plot only for Charles de Mora, since there was no time for the improvement of two others. Actually, the entire Corsary community is waiting when the remaining two Gg and their ruler will add to the game. So far, the developers have released two relatively small DLS ("Kalablen" and "Last Lesson"), on the third approach, "under the black flag."

Here it is what. The previous game of the series, the "city of lost ships", was sharpened mainly on fripses. Actually, players naphripped plenty. CCS developers decided to shift the focus on the plot component. At the same time, Fipley as such is not going anywhere - there can be fun between the story quests as you want a player.

Well, this game feature was known again in the CCP

But it was surprised. It is believed that in Fripple KCC focus on piracy and generated quests. It became more complicated to trade than in the CCP.

In one of the updates, pumping on soldiers in the fort cut. Especially in the framework of the fight against Tupupukh. As the developers explained, the pumping of the hero is quite going on in the course of side and generated quests - and this fully reveals the game than an infinite massacre for the sake of skills.

In fact, most shipping skills and abilities are not objectively needed, because they overlap with hired officers (key positions - navigator, canonir and boots). I just need the ability to raise foreign flags (it allows you to penetrate the enemy cities), it is worth pouring the branch of the navigator abilities - its final perk allows you to ignore unnecessary clashes on the global map.

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

When it is pirates topil Ships? This is unprofitable

Strange why. Due to unique goods, rich capital is earned elementary trading. I speak exactly the player's free trade, and not about the quest from the shopkeepers. We take the goods where it is export and sell where it is considered unique. And if there is another officer with a pumping trade, then everything is super. Trade complicated by the fact that there are many diplomatic obstacles in the game.
After passing one story quest, almost in all cases immediately give the following. And if you take into account the fact that the fulfillment of the quest is limited by the temporary framework, then the fripnels simply remains no time.

Recently, Mikhail Nuritsa and Maxim Kulakov held two stereos on the game "Corsary: \u200b\u200bthe city of lost ships", the penultimate part of the cult pirated series of games. I will tell you about the last installation of Sagi - "Corsairs: to each your own!".

Atmifers for the radio

For a start, they will draw a small historical excursion, for those who have a series of unfamiliar. Corsairs are Action / RPG with elements of a strategy in the open world. The series has five official games, as well as a number of additions.

The first game of the franchise, developed by "Akella", was published in 2000 and became a commercially successful project for the Russian company. Moreover, B. North America The game published Bethesda, and in Europe Ubisoft, which is very and very commendable. The second game was associated with the first film "Pirates Caribbean"And in 2003, having met restrained reviews and comments. The third part was released in 2005 and was almost universally obhilaan, both critics and players for fun and a weak plot.

Next, the series has passed under the development of Seaward, which previously engaged in the fan of the second and third game. And oddly enough, but two decent games came out of the hands of amateurs - "the return of the legend" and the city of lost ships (both 2007). The latter became the global refinement of the previous part and brought the game mechanic to mind. The fourth "Corsairs" on the promises of developers should have become a revolution, but the financial crisis and the lack of a budget buried the project, and he never came out.

In 2012, "Corsairs: to each his own!" (CCS for brevity), developed by BlackMark Studio, which previously previously fan supplements. And, in fact, this is the patient of our review-parsing. CCS is an easy attempt to rethink the "city of lost ships" (GPC for brevity) by introducing a number of new features to the basic game mechanics, which will now be speech.

Gaming process "Korsar"



Gehmp consists of three modes. The first is land. In it, hero under the control of the player runs through the cities, jungle and caves, fighting during the Aborda and robbery of the colonies. In this mode, the hero explores the land, communicates and fights with the nape.

The combat system is interesting and complex. A player can apply different types of blows with cold weapons depending on the situation. Surrounded by opponents - a circular blow, the enemy sat down in the block - punching. In addition, the hero can cut a fireary - both muskets and pistols. The first is more powerful, but recharge longer and useless in the near battle, the second recharge faster, but weaker. Recharge automatic. In addition, the hero can deal with amulets that will give an increase in skills.

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

Courts are divided into 7 classes: from tiny tartana to a giant mananar. Ships have three health scales: covering, sails, team. The damage on the housing will quickly float, slow down on sails, and on the team will make a slower to recharge the guns, driving sails, and will reduce the number of fighters during the abortion.


The third allied ship is not visible, because he knows where he knows where because of the bug

Ships of even one species are not the same type and may have different characteristics. Among them are cannons that differ in appearance and caliber. The more caliber, the more damage and the weight of the guns, the view affects the range and recharging.

The wind is influenced by the vessel, some ships go through the wind, others perpendicular to it. In the calm, naturally, everyone floats slowly.

The third mode is the 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, which are pirates or vessels of one of the four nations; In addition, the player can get into the storm. In the event that the player enters the confrontation (both in prison and with the elements) it is transferred to the tactical regime, which in turn in the case of Abordaja goes into the land.

Pumping characters



Characteristics are presented pirates system: Strength, perception, reaction, leadership, learning, stamina, good luck. They affect the skill of the character, giving an increase to one or another items. Strong hero beats more and more things tackles, the team and officers behave better from the leader.

In this part, the characteristics are influenced exclusively on the initial stages of the game, as it has an extensive plot and is not focused on Fryriple. And this means that the developers force you to be a terminator, both land and sea. Which in turn gives little space for wartsy, as the plot is put on rails, which, however, sometimes offer a very serious choice to the player.

The abilities are divided into land and sea. The first are responsible for all kinds of stamina and health, responsible for the ability to handle pistols and so on. Pumping ship abilities allows you to open new opportunities in sea battle. Aborigords will allow from a long distance to capture the ships, put the preliminary damage to the team Muskel salvo, the skill of the carpenter will allow you to effectively repair the ship in battle and so on the list.

However, before using ship skills, you need to hire the corresponding officer with the same leased skill. Filled bonuses to damage damage? Be kind to put the position of canonir with the appropriate ability. In addition to the canonir on the vessel, the following officers: navigator (speed, maneuvering), boatswain (boarding), doctor (protects the team in battle), treasurer (trade), carpenter (repair) and three possess, who accompany the hero on the sea and land. Officers can be combined with appropriate skill up to three posts on the ship. In addition, you can carry passengers and prisoners on the ship.

And finally, the skills of the hero. They are also divided into personal and ship. Personal responsible for circulation different species Cold and firearms, as well as presented with secrecy (responsible for successful bars to the enemy fort for a strange flag), charisma (reputation and leadership) and luck.


Even with luck 100 game Trolls you, like the first "Witcher"

Shipping are responsible for: navigation (managing the courts of different rank and ship as a whole), accuracy and tools, boarding, repair, and trade and protection. Pumping skills as in the TES series.

Complicated? Enough. But, like contour cards Not so incomprehensible as it seems at first glance.

The player can perform quests, most of which are repetitive tasks. They can be issued prominent colonies colonies: a merchant, a dealer, ships, a port ruler, priest, governor. In the city of the city can contact you: to carry or accompany somewhere, find someone. In the award, the player receives a peso or dangum, an increase in skills during the task. Quests also affect the character's reputation: the failed tasks will reduce it, which in turn will not allow some things in the game (a game in cards with governors, for example), and can also be inclined to the firmware of officers if they have the opposite player reputation.

So, with a very large introductory part, finally, finally, and you can go directly to "each of your own!" with which this blog began.

I must say that I played the game back in the year of exit, in 2012, and then it was, gently say, a catastrophe. The developers clearly twisted with hardcore, and as usual for the KCC series had a bugs on the start. Now 2018 in the yard, and it would be nice to check not only the availability of quality changes in the game (it is still supported by it), its strength, but also the correspondence between the realities of the current Game Design standards.

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

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


And here there are grenades, probably

By the way, about it - the new mechanics is still. By quests, sometimes it is necessary to find an island hidden on a global map, or some particular meeting place, which is helping Astrolabia, Bussol and chronometer. Such an innovation fits well, a special rage due to curvature does not cause and looks, the most important thing is appropriate and authentic.

Wrapped the concept of amulets. In the present form, they do not act together from the hero inventory, but only when they are directly equipped with a character. Moreover, their action is limited in time. Again, serious innovation is not a significant impact on game process Does not, because you can do without them. They are rather a small bonus that for the leased hero is insignificant.

But a more or less significant innovation is a new currency in the game - dangum. They are more expensive to pesos and, unlike them, they have weight, so it will not be launched with thousands of them. A new currency is used, mostly in the quests and a sense in Fryriplee from her there is no special, as the peso sweeps generously both for quests and for Abordaji. Draws, I think, introduced only for the sake of extra sticks in the player wheels. Like a lot in this game.

Compared to the CCP in the CCC, the ship's ship expanded a little. Added new items, some colonies moved to the possession of another power, a little more random events and quests appeared. Slightly changed the window F2. In short, the developers touched everything gradually, not taped any vital organs. Nearly.

KSS Following the second "corsairs" (those "Pirates of the Caribbean") made a large story 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



Passing the plot "EVERYTHING HIS!" Consides, taking into account the additions of hours 70. Not counting the Save / Loadov.

The second half of the XVII century, the flourishing of piracy in the Caribbean, the era of the collision with an unknown and not yet disabled, the struggle of holding the old world for the redistribution of the new. A young nobleman Charles de Makes is from Paris, a typical His one who did not live life in the Higher Society until 25 years. He called for family debt to America - it is necessary to rescue the consolidated brother Michel de Montpe from a French prison, in which he was planted for the debt to Million Peso Governor-General Philip de Puenci.

Naturally, everything will be not so simple, even after the brother of the protagonist will be on freedom. But before that, you still have to go. The game starts with a sufficiently detailed introductory, in which you perform simple quests and get acquainted with gaming mechanics. According to the results of the starting tasks, you will be managed by the ship, the team, perhaps the first officers and the most important experience of doing business on the Caribbean.

Next, the Macroc West begins during which the hero is like and earn in one way or another cherished million peso. This is one of the few tasks in the game that offers to choose the side of the conflict. In this case, this is: Holland, as well as two different options for England. And here begin to be charged both the advantages and disadvantages of the fact that the plot is standing at the head of the corner.

As already mentioned, the plot is very big, sometimes it seems that endless. The plot itself does not shine some brilliance, the player is more interesting to participate in local burgers, to get from one adventure to another, why the crowd of characters flashes, whose names (if not existence), you will forget when passing the next quest. Tasks, though worked out, but quite the same type. But, as it seems to me, this is an amateur "Corsar" will not stop as the game process in itself - all the same favorite and unique "Corsairs".


Sometimes the game will want to fuck you

But what is the problem is so mentioned above SEV / LOUD. I can not even assume how much time I rebooted in this game, if you believe the statistics on the end of the game - 419, and this is not counting the fact that I had to overire some points.

If earlier the game was troll-enounters and troll-storms, the troll wind and troll-time were added to them. No, and in the CCP, they also attended, but here they bring to complete exhaustion.

In the game it became indecent big number Quests requiring passing during the allocated time. And everything would be nothing, but the Troll wind puts sticks in the sail every time, so the failures of quests as a result of being late because of the unpopular wind - the usual thing. Frequently, there are cases when you seem to pass the quest and find out that he has been failing as a month (in my case it was a "Pirate Saga"), because you were late. And no one tells you that there was any time limit - load early saving, start a few hours anew.

And after all, no one prevents developers to increase the time for the passage of the quest or one of his stages for several days. No one bothers add to the ship magazine more marks in the spirit "you need to hurry." And in the end, instead of hardcore, thanks to this, nothing else is like a Game-Design curve. Something like a lightweight version of troll games.

We are no longer talking about directly passing quests. In the game, it is simply an indecent vulgar number of situations by type: the hero remains one on one with the crowd of enemies - rushing with them. And in the end it is not interesting, and again crooked and even periodically funny, especially if you play shooting tactics. There is not enough music from "Benny Hill" or I Got You Babe in case of repeated replay of this episode. Or something more authentic, like cutting of the Chuvashnish anger.

And you think it's all? Yes, damn there, the game can present surprises, for example, make you collect any amulets or duel guns throughout the archipelago. And if the last is even more or less excusable (no), then the first - Faispalm. And then it will be forced to look for all kinds of plates, big pearls and candles. And yes, all this is not something impossible and hardcore, it is rather infuriates with absolutely unlucky and non-original routine.


No, I seriously these stripping locations alone complete game

Let's return to the plot that I am mercilessly sparingly. The fact is that it was interesting for me to pass the main quest as an amateur of this series, but as a person interested in all sorts of cinema and other plots, I began to disappoint me from the second half.

Why? Because there is no problem or idea in history. In fact, it is just another game on the topic "Patzan to success", and that's it. Unless it is not bad for the change of the main character and the disclosure of its internal qualities. And that's it. And there is no story of some rod around which the game is built. The hero more than half of the plot spends in the submerscribers, solving once with some other people's problems. Therefore, it turns out that the story is not about two brothers, but about how one of them was hacked for months in the caribbeans, so that then the second one dialogue sent him to the next voyage.

And besides, after the transition through the equator of history, a paranormalism is actively beginning to invade the plot. First we have a terrible curse that keeps the pirate on the ground. The woman itself, naturally died long ago, and now exists in the form of an almost uninuted corpse, which revives other skeletons. Little to you?

And as you have a whole Indian island from the dead. Cool? And how do you like the plot rolling into the Indian game associated with the rebirth of the gods and travel time? Wonderful? Of course, because it matches the spirit of pirate adventures, which are quite realistic, and most importantly served with a serious tone.

And in the end, for the passage of the plot, I have a two-way feeling. It seems to be not bad, and quite fascinating it all to pass, pleased the rare possibility of various options for the quest. But the crying of the game-design and periodic game in the plot make the game process sometimes practically unbearable. the main distinctive trait Games turns out to be its weakest feature.

And what other than the plot? Yes, all the same infinite "Corsarsky" fripnes, in which the player entertains himself, and about which I wrote enough about enough. By the way, the developers decided to get rid of the Linexes of national quests due to the extensity of the plot.

DLC to the game is nothing significant to offer anything - they are macrobsters for several hours of passage both with all minuses and with all the advantages of the main game. It is meaningless about them in more detail about them, and it seems unnecessary to me.

RESULTS



These are these worked, contradictory, complex, curves and unique "Corsairs". And what can be said about "to each his"? It can be said that the mechanics of the game in 2018, although they still look fresh and interesting, give the budget geimdeva on the beginning of zero. By the standards of the gameplay series as it was, in general, the same as in 2003 and 2007, the same he remained. And for the modern gamer, this is the harvest sentence, because KKS does not forgive the player from the word at all. And some old men or even playing earlier may just get bored to play at the same thing.

Immortal Storm Engine issues graphics at a large account of ten years old (at the time of the game), periodically bagues so that it can spoil the preservation or fly away, and is also not friendly with collaboration; And this I am not talking about the periodic appearance of the curves of scripts, when something did not happen as it should, and in the end, it's not to get out of location, because everything is locked. And, of course, we should not forget that the dialogues are not voiced, and the gameplay, sometimes it 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 to talk about the production.

The plot began for health with realism rolled into a paranormal bodhaga, which, to be honest, to pass in the final was not too fun because of the tested techniques in the spirit of all the same crowd of enemies per player. However, this is still a good adventure that is not one-tenth of the clock a lovers of such games.

"To each his own!" It can offer all the same unique pirate experience, which is unable to give any game so far. Pirates of Meyer Side and AC IV: Black Flag - Light arcade connects, in comparison with which any part of Korsarov seems to be a real simulator of the life of a sea wolf.

Therefore, I would advise you to do this. The beginners and unfamiliar with the series advise generally to score on the plot in the first passage and engage exclusively by the frying. And then, by taking experience, start the plot. An old men would not advise to hope for some revelation, but would recommend to pass in mind that it was not possible to satisfy the feeling of nostalgia to satisfy any ambiguity on the market - and this game is able to satisfy the feeling of nostalgia and give at least something new.

And the best "Corsairs" is still the "city of lost ships".