Corsairs where to find officers for everyone. "Corsairs: To each his own!" Almost "Debriefing". Why are there no useful things in the treasure?

Recently, Mikhail Naritsa and Maxim Kulakov conducted two streams on the game “Corsairs: City lost ships", the penultimate part of the cult pirate game series. In this blog I will tell you about the latest installation of the saga - “Corsairs: To each his own!”

For the sake of atmosphere

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

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for the Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was related to the first Pirates film Caribbean Sea” and was released in 2003, meeting with reserved reviews and comments. The third part was released in 2005 and was almost universally criticized by both critics and players for being buggy and having a weak plot.

Then the series came under the development of the company Seaward, which had previously worked on fan mods for the second and third games. And strange as it may seem, two worthy games came out of the hands of amateurs - “Return of the Legend” and “City of Lost Ships” (both 2007). The latter was a global revision of the previous part and brought the game mechanics to mind. According to the developers' promises, the fourth "Corsairs" was supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it was never released.

In 2012, “Corsairs: To Each His Own!” was released. (KKS for short), developed by BlackMark Studio, which previously worked on fan-made additions. And, in fact, this is the patient of our review and analysis. KKS is a light attempt to rethink the “City of Lost Ships” (CC 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 land. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and plundering colonies. In this mode, the hero explores the land, communicates and fights with non-writings.

The combat system is interesting and challenging. The player can perform different types of melee attacks depending on the situation. Enemies surrounded - a circular strike, the enemy sat in the block - a piercing strike. In addition, the hero can equip firearms - both muskets and pistols. The former are more powerful, but take longer to recharge and are useless in close combat, the latter recharge faster, but are weaker. Recharge is automatic. In addition, the hero can equip amulets that will give bonuses to his skills.

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

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


The third allied ship is not visible, because God knows where it is due to a bug

Even ships of the same type are not of the same type and may have different characteristics. Among them are guns that differ in type 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 a ship is affected by the wind; some ships move better with the wind, others perpendicular to it. In calm weather, naturally, everyone swims slowly.

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

Leveling up characters



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

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

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

However, before using ship skills, you need to hire the appropriate officer with the same leveled skill. Have you upgraded your cannon damage bonuses? Be kind enough to appoint a gunner with the appropriate ability to the position. In addition to the gunner, the ship has the following officers: a navigator (speed, maneuvering), a boatswain (boarding), a doctor (protects the crew in battle), a treasurer (trade), a carpenter (repair) and three boarders who accompany the hero on sea and land. Officers can combine up to three positions on a ship with appropriate skill. In addition, the ship can transport passengers and prisoners.

And finally, the hero’s skills. They are also divided into personal and ship. Individuals are responsible for handling different types cold steel and firearms, and are also represented by secrecy (responsible for successful forays into an enemy fort under a false flag), charisma (reputation and leadership) and luck.


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

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

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

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

So, the very large introductory part is finally over and we can move directly to “To each his own!” where this blog started.

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

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

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


And there are probably grenades here too

By the way, about this - new mechanics after all. During quests, sometimes you need to find an island hidden on the global map, or some specific meeting place, which is helped by an astrolabe, compass and chronometer. Such an innovation fits in well, does not cause any particular rage because of its crookedness and, most importantly, looks appropriate and authentic.

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

But a more or less significant innovation is the new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so it won’t work to carry thousands of them. The new currency is used mainly in quests and is of little use in freeplay, since pesos are generously poured in both for quests and for boardings. Doubloons, it seems to me, were introduced only for the sake of extra spokes in the player’s wheels. Like many things in this game.

Compared to the GPK, the KKS ship fleet has expanded slightly. New items were added, some colonies came into the possession of another power, and a little more random events and quests appeared. The F2 window has been slightly changed. In short, the developers touched on a little of everything, without touching any vital organs. Almost.

KKS, following the second “Corsairs” (the same as “Pirates of the Caribbean”), made a big story campaign. And it is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Walkthrough of the plot “To each his own!” Taking into account additions, it takes about 70 hours. Not counting saves/louds.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of a collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman, Charles de More, arrives from Paris to the French colony of Martinique - a typical rake who wasted his life senselessly in high society until he was 25 years old. Family duty called him to America - he must be rescued stepbrother Michel de Montpey from a French prison, where he was imprisoned for a debt of one million pesos by Governor General Philippe de Poincy.

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

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

As already mentioned, the plot is very large, sometimes it even seems endless. The plot itself does not shine with some kind of genius; the player is more interested in participating in local fights, getting from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not their existence) you will forget when completing the next quest. The tasks, although well-developed, are quite similar. But, it seems to me, this will not stop the Corsairs lover, since the gameplay itself is the same beloved and unique Corsairs.


Sometimes the game wants to fuck you

But what is a problem is the saves/lows mentioned above. I can’t even guess how many times I rebooted in this game, if you believe the statistics at the end of the game - 419, and this doesn’t even count the fact that I had to replay some moments.

If earlier the game had troll encounters and troll storms, then troll wind and troll time were added to them. No, they were also present in the Civil Procedure Code, but here they lead to complete exhaustion.

The game now has an indecently large number of quests that require completion within the allotted time. And everything would be fine, but the wind troll puts the spokes in the sails every time, so failure of quests as a result of being late due to unfavorable wind is a common occurrence. There are often times when you seem to be completing a quest and find out that it has already been failed for 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 earlier save, start a few hours of the game again.

And no one is stopping developers from increasing the time it takes to complete a quest or one of its stages by several days. No one is stopping you from adding more notes in the ship’s log in the spirit of “we need to hurry.” And in the end, instead of hardcore, this results in nothing more than crooked game design. Something like a lite version of troll games.

We are no longer talking about directly completing quests. The game has an indecently vulgar number of situations like this: the hero is left alone with a crowd of enemies - fight them. And in the end, it’s not interesting, but again crooked and even funny at times, especially if you play with shoot-and-run tactics. The only thing missing is the music from “Benny Hill” or “I Got You Babe” if this episode is replayed several times. Or something more authentic, like a cut of Chuvash anger.

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


No, I'm serious, clearing locations alone is complete bullshit.

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

Why? Because there is no problem or idea in the story. In fact, this is just another game on the theme “the boy was on his way to success,” and that’s all. The change in the main character and the revelation of his inner qualities are shown quite well. That's all. And the story does not have any 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 the second, with one dialogue, sent him on another voyage.

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

How do you like an entire Indian island made up of dead people? Cool? How do you like the fact that the plot descends into Indian game related to the rebirth of gods and time travel? Amazing? Of course, this is so in keeping with the spirit of pirate adventures, which are made quite realistically, and most importantly, presented with a serious tone.

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

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

DLC for the game cannot offer anything significantly new - they are macro-quests for several hours of playthrough, with all the disadvantages and all the advantages of the main game. It makes no sense to talk about them in more detail, and it seems to me unnecessary.

Results



These are the elaborate, contradictory, complex, crooked and unique “Corsairs” they are. What can you say about “To Each His Own”? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, reek of the budget game development of the early 2000s. By the standards of the series, the gameplay was, in general, the same as in 2003 and 2007, and it remains the same. And for a modern gamer, this is, by and large, a death sentence, because KKS does not forgive the player at all. And some old people or even those who have played before may simply get tired of playing the same thing.

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

The plot, which started out sounding good with realism, slipped into a paranormal shambles, which, to be honest, was not very fun to go through in the finale due to hackneyed techniques in the spirit of the same crowd of enemies for one player. However, this is still a good adventure that will captivate a fan of such games for dozens of hours.

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

Therefore, I would advise doing this. For beginners and those unfamiliar with the series, I advise you to completely forget about the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, begin the plot. I wouldn’t advise old-timers to hope for some kind of revelation, but I would recommend playing it in view of the fact that there is simply nothing like it on the market - and this game, with all its ambiguity, is capable of satisfying a feeling of nostalgia and giving at least something new.

And the best “Corsairs” are still “The City of Lost Ships”.

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues here that are not related to science fiction, but this is not the case. There is plenty of devilry in these “Corsairs”. In all senses.

The game turned out to be made on the engine of the previous corsairs, that is, from the same bearded year. Even then, they were squeezing out of him everything that his senile powers were capable of, so the picture cannot boast of anything new. Except that some splash screens, character models and icons were redrawn. A couple more videos have been added.

However, I am quite comfortable playing like this.

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

Attention! Under no circumstances set the difficulty higher than Level 2! For all but the most hardcore nerds, play on the lowest difficulty setting. Masochists who are confident in their chosenness of God can choose the second difficulty. IN different versions games, this is either the Boatswain or the Brave Privateer.

The game is incredibly difficult, and if you felt confident on the “Captain” difficulty in “City of Lost Ships,” then set the difficulty to minimum here and put all possible concessions in the menu next to it.

If you played on “Admiral” and it was more or less tolerable for you, then you can risk setting the second difficulty.

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

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

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 - without knowing where 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 has been selected, everything is set, let's go!

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

First impressions

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

The first difficulty is that over the past time I’ve pretty much forgotten the controls in battle, and here no one is in a hurry to explain which keys to press. Therefore, to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those who are familiar with the earlier 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, the ideal balance is 0.0. In this case, lunges (by default, right mouse button) deal maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can chop, stab, and carry out power strikes. The problem is that the saber doesn't do any of this very well. In Corsairs: City of Lost Ships, the saber was the most convenient weapon for me. They're kind of clueless here. I do not advise.

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

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

2) Pistols can now explode when fired. This happened to me with Combat and Dueling pistols. Multi-shot 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. My Combat Buckshot fired shot at the crowd (although if you believe thematic forums, this shouldn’t happen), but the damage there is ridiculous.

The “berserk” skill, which was white in the previous part, was removed. On the one hand, it’s correct - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels wouldn’t tear up one place so much.

First quests

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

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

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

If you have the patience to deal with all this, then you will have to choose a side - the quest “The Dutch Gambit”.

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

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

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

Difficulties await you here. Time-limited missions, mind-blowingly difficult duels and other amenities. But if you have played the previous parts, you will be able to master all this.

And I'll move on to the icing on the cake.

Quests that break the player

This joy is called “Pirate Saga”. This is a global, mandatory and plot-interesting quest. Made by complete sadists.

The first difficulty is that 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 rescue, you will fail the entire 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 tailwind, you will not have time to sail to Antigua on time. No way.

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

How do you like this game design?

IN " Pirate saga“There are still many difficulties, but I’ll move on to the next extravaganza of the absurd:

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

Then, in many places, scripts can be broken to hell if you complete quests in the wrong order, and there are many other exciting things.

Impression

Due to the really interesting storyline, I can’t even call it a bad game. I got a huge amount of pleasure from it. Yes, it was a somewhat perverse pleasure, especially until I thought of burying myself in the manual, but still.

Large, varied and interesting plot. This is cool, and great respect to the developers for this.

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

Ship characteristics have been reworked. Now corvettes are useless troughs. Otherwise, the rebalance is good.

Bottom line

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 fluent in Corsairs, then you can try your luck on the minimum difficulty. Again with the manual and walkthrough. But be prepared to suffer.

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

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

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

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

See you soon!

By the way, “The Witcher: Blood and Wine” was declared better than the RPG 2016 🙂 Yeah, an addon. I have it on the site, for those who haven’t played or haven’t seen all the endings, I recommend checking it out. There are also links to 2 other articles on the world of The Witcher.

F.A.Q. for cold weapons:


Q: What factors affect damage from melee weapons?
A: Its attack, weight, the type of attack you hit, the difference between your skill and the opponent's skill, bonuses from balance, curvature and length. The actual damage is also affected by the armor worn by the enemy and skills with the abilities of the protagonist and the enemy.

Q: Why is the damage from my attacks so small?
A: Most likely you have low skill with the weapon in your hand, or you are using the blow for which your weapon is least suited.

Q: How do you know which blow is better for a particular weapon?
A: The simplest option is to test it in battle.

Q: Well, I won’t buy all the blades in the game and try to fencing with all of them! At least give me something to push off from!
A: The damage from a specific blow is affected by: weapon type, balance, blade length, its curvature.

Preferred strikes for different types of weapons:
RS – feints and lunges.
ST – chopping and circular.
PT - piercing with axes, chopping with broadswords.

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

2.00 Penetrating
1.65 Slashing
1.25 Circular
0.35 Lunge
0.00 Feint

Effect of curvature:
The greater the curvature, the greater the damage from piercing, slashing and circular attacks.
The smoother the weapon, the more damage from lunges and feints

Effect of length:
The longer the weapon, the more damage it does from lunges, slashes and spins.
The shorter, the stronger the punch and feint.

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

Q: Why then is there a figure of 1.65 (0.35), if with a balance of 2.00 both slashers and piercers receive the maximum bonus (with a balance of 0.00 - both feints and lunges)?
A: 1.65 (0.35) is not the best value, but the optimal one. With this value, your slashing (piercing) attacks will begin to receive a good bonus, and at the same time you will still be able to feint (pierce a block).

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

Q: What is a “fencing style”? What do you mean by this?
A: Fencing style is essentially the strikes you use most often. The choice of blade for battle depends on them. Be careful: the value of weight, curvature and length together overlap the value of balance!!! This means that even with the balance you need, some blades will not suit your particular fencing style. Be careful when choosing!

Q: I’m completely confused: balance, attack, curvature, what is all this and how does it affect the game?
A: Look at the manual, everything is described in detail there.

Q: I’m completely confused: lunge, slash, pierce, circle, feint - what is it?
A: Slashing blow – LMB, lunge, also piercing – RMB, piercing – MMB, parrying – shift+RMB, feint – shift+MBM, circular strike – shift+LMB.

Q: I chose a slashing broadsword, in accordance with your recommendations, with a balance of 1.65, and it stabs no worse than it cuts, why is that?
A: Because each weapon in the game is individual. The numbers above are approximate. There is no universal balance parameter in the game!!! For each individual blade in the group RS, ST, PT, it is necessary to select values ​​that suit both the blade and your fencing style. But no one will give you a formula for calculating your optimal balance; everything will have to be checked by hand.

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

Bilbo:
RS, which means lunges are preferred.
Flat - complements the lunge.
Length - quite long, bonus to slashing, circling and lunging again.
Balance... Let's stop here. In total, we got 3 bonuses for the lunge. If the balance is 0.35, we will get an ideal weapon for lunges, if the balance is close to 0.7, this will add damage to us for a circular strike and a little slashing, we will get a more universal weapon for all attacks, but the lunges will still be stronger. Balance 1.5 - will give us something average, dealing approximately the same damage on all attacks, but not having strengths. That is: neither fish nor fowl.

Daga:
RS - lunge.
It has a slight bend - piercing, chopping.
Very short - piercing, feint.
Based on this, to enhance the properties of a weapon, a balance closer to 2 is preferable, for universalization - to 0. The golden mean can be a balance of 1.4 - 1.6.

Machete:
ST - chopping.
Crooked - piercing, chopping, circular.
Length - medium, universal.
Balance, as can be seen from the properties of the weapon, is preferable to 1.6. Such a machete will be equally effective in chopping and circular strikes, and will be effective in piercing attacks. But you will have to sacrifice lunges and feints.

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

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

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

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

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

Q: I have two identical sabers in the game, with similar attack and balance values, and one deals significantly more damage compared to the other. Why?
A: Don't forget about weight, heavier weapons hit harder. However, more weight large quantity energy is spent on the blow. Try it, choose.

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

Q: How can a sword be crooked? Or is the “narrowing” of the blade towards the tip also considered curvature?
Oh yeah. This is a game, conventions apply. The role of curvature specifically for swords is exaggerated, just like the length for axes. This is the convention.

Q: What then should be given to the boarders?
A: They don't have a preferred strike, so a balance of 1.00 will suit them. They also do not like heavy weapons, heavier than 3.8. Everything else is your choice. The main thing is that the boarder’s skill in the weapon you give is sufficiently upgraded.

Q: I’m a mathematician, give me a formula, I don’t understand these explanations, I’d better understand everything myself using the formula!
A: Each blow has its own formula. Each blade has its own coefficients. Each type has its own multipliers. Each enemy has its own divisors. Come on in better game, don't get hung up on formulas.

Q: I have two blades with the same weight, but one is ST, the other is PT. When they hit, will they take the same amount of energy?
A: No, PT will take a little more energy per hit. Likewise, RS is a little less (provided we have the same weight and that we hit with the same blows, of course).

Q: My blade is specially selected for piercing blows, but on some enemies it does more damage with slashing blows, why is that?
A: Because enemies may be wearing armor. And in the game, the cuirass provides maximum protection from thrusts, pokes, and lunges, and light armor from slashing, slashing, and circular blows.

Q: Which armor is which type? It's not indicated on it!
A: List of all reservations:

Which armor is considered light?

Leather Corset, Breter's Vest, Brigant, Wicker Armor, French Tunic.

What kind of armor is considered heavy:

Trench armor, Reitar cuirass, Ceremonial cuirass, Milanese shell, Spacesuit.

Notes:
- used in compilation

Introduction

I’ll say right away: the manual is very small. However, it is extremely useful for the player at any difficulty level. The game "Corsairs: To Each His Own" provides the player with enormous scope for earning and increasing funds, be it doubloons or regular pesos. Among them are robbery, ransoms, work, as well as enhanced loot. However, all these are extremely troublesome and often unprofitable methods. For example, in order to make a lot of money by robbing merchant ships, you either need to get information about it, look for it, and only then capture it. Or engage in battle with well-equipped and powerful fleets. For some reason, the most obvious and sure way to make money in the game constantly remains unnoticed by the audience. And not only in this game in the series. It's about trade.

Trading Basics

In order to conduct competent trading, you need very little.
Namely:
- At least 30 - 50k free money to start a trading business (i.e. minus the costs of the ship and crew)
- Somewhat improved trading skill (although you can start with anyone, as a result of trading it will be upgraded in any case)

- A ship with a large deadweight (hold capacity)
- It is advisable to have a treasurer on the ship (this will speed up your earnings)

So, each colony in the game has its own pricing policy. Each product has many different prices in numerous colonies. Our task is to buy low and sell high. Not that hard!

The classification of goods is as follows:

Colonial - supplied by a given colony (having a low price here)

Imported - purchased by her (not very expensively purchased)

Smuggling - prohibited for trade. In some cases, they can be purchased in stores. But they can only be sold from smugglers. But this is an unreliable business; one should resort to this extremely rarely.

Goods of aggressive demand - purchased (and already very expensive)

The essence of the process and notes

We are interested in the scheme under which colonial (or, in extreme cases, ordinary) goods are purchased, and they are sold at the price of aggressive demand. There are very few cities in the game with goods of aggressive demand. However, in order to make a decent fortune, you only need to work with two of them. Both cities are major centers trade in the Caribbean - the English Port Royal in Jamaica and the Dutch Willemstad in Curacao. The last one is perhaps even better. Firstly, the prices there are better, and secondly, there are almost twice as many goods in aggressive demand as in Port Royal.

It is worth considering that:
1) Every month prices change in different directions. However, the general pricing policy does not change, i.e. the same product is always a stable source of income.
2) The summary of purchase and sale prices does not take into account your trading skill, as well as the influence of the officer - the treasurer with his corresponding skill and perks like “basic trading”.
3) Trade is better, if only because stores buy looted goods at half the price. Or even less. And although some craftsmen claim that there is a way to “launder” goods, such manipulations are easy to avoid by simply making an honest living by trading. It also turns out to be more profitable.
4) The reputation of the powers with which you trade and with specific store owners affects the benefits from your trade as a whole.

Algorithm of actions

1) Collect as much as possible full list prices of colonial stores. To do this, you need to stop at the store of each colony you visit, look at the list of local prices, and also ask merchants for news. In response to such questions, merchants usually share other lists.
2) We look at the price lists of Port Royal and Willemstad and stop at the graphs with goods in aggressive demand.
3) We select one of these goods and begin to search through the lists of other colonies where a particular product is colonial (i.e. cheap). However, do not forget that even in this case, the purchase or sale may turn out to be a minus for you, so subtract the cost of the purchase from the profit from the sale and see what happens.
4) We go to the selected city.
5) We purchase the selected product.
6) We head to the city where it can be sold profitably (i.e. where it is a product in aggressive demand).
7) We sell
8) Enjoy the profit


9) Repeat

Tips for beginning traders

1) You need to trade whenever possible. That is, you need to trade not only ship goods, but also trinkets from your inventory. In any case, your trading skill will improve and your wallet will get fatter. Therefore, at first you need to grab and sell everything that doesn’t hold up well, over time you need to become more selective, but still loot and loot.

2) You need to select a ship with a good ratio of speed and deadweight. Firepower and durability are not that important. A good choice for such a case - half an acre, a shebeka and a private ketch. In a word - heavy galleons and flutes are not needed. You need to remain fast and maneuverable to escape from annoying pirates and quickly travel from colony to colony. It turns out to be much more profitable.

3) The treasurer will not only give you additional benefits in transactions and advantages in trading skills, but can also deal with ship management - calculate the costs of provisions and control the spoilage of goods (at least some).

4) Do not fill the holds with ammunition to capacity. The optimal option is two hundred pieces of all ammunition except buckshot (there is a hundred more of it), five hundred pieces. gunpowder for shooting and laying mines to escape from robbers. There will be more space in the hold for truly valuable goods.
5) Taking slaves is not an option. They are not as expensive as they were in the Civil Procedure Code, and the consumption of provisions that they add is not a pleasant thing. And it's hard to sell them.
6) It is highly recommended to get hold of an amulet that enhances your trading skill.

7) Assembling your own flotilla is not an option. This is a troublesome and expensive matter, and besides, the computer companion will behave extremely inappropriately in battle. You wouldn’t trust this idiot with a huge amount of valuable goods, would you?

8) There should be a lot of provisions on the ship. You never know where and at what price you will need to purchase it in case of an acute shortage.
9) Avoid sea battles while loaded with goods at all costs. There will be almost no gain from this (unless you practice fencing and pick up trinkets), but there will be decent expenses: repairing the ship, recruiting new sailors, and all that.

10) Learn not only to defeat enemy ships in battle, but also to escape from them. This is an extremely useful skill.

11) Trading in gold and silver - not very good a good option. Transporting such goods is very troublesome. And besides, really good price Only one colony is put up for sale - the pirate Sharptown.
12) Trade licenses are not an option. The best income can be obtained from the English and Dutch colonies. In addition, licenses are very unreliable. And roads.

13) Keep your savings with moneylenders. And preferably in the cities you visit most often. There is no point in carrying around huge amounts of money; 300k of active capital is enough to purchase goods and ship needs. The rest of the fortune will be acquired very quickly from moneylenders.

Best routes

Martinique: Coffee from Saint Pierre to Willemstad, Coffee from Le Francois to Willemstad

Guadeloupe: Cocoa from Bas Thera to Willemstad, Cotton from Bas-Tera to Port Royal

Maine: Cotton from Belize to Port Royal, Mahogany from the Blueveld to Capsterville, Havana and Willemstad, Ebony from the Blueveld to Capsterville, Havana and Willemstad, Leather from Cartagena to Port Royal and Willemstad, Vanilla from Cartagena to Capsterville, Port Royal and Willemstad,Copra from Cartagena to Willemstad

Barbados: Cocoa from Bridgetown to Willemstad, Paprika from Bridgetown to Willemstad

Sint Maarten: Cotton from Phillipsburg to Port Royal

Cuba: Leather from Puerto Principe to Port Royal and Willemstad, Leather from Santiago to Port Royal and Willemstad

Espanola: Leather from Santo Domingo to Port Royal and Willemstad,Leather from Port o Prinsa to Willemstad

Providencia: Leather from San Andreas to Willemstad, Cotton and San Andreas in Port Royal

These routes are the safest and most profitable for novice traders. You can earn good money starting with them. And then move on to larger and riskier transactions.

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