Corsairs each have their own officer's equipment. Corsairs - GPK description of items available in the game. Walkthrough of the game Corsairs 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?

There are many more complexities in The Pirate Saga, 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 lost ships“at one time was called the most difficult game in the series, and “To Each His Own” is 5 times more difficult...

It’s always like this: a good 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.

Corsairs Each hero has his own weapon
You need to correctly calculate and select the weapon for your character. So: weapons are divided into types, broadswords/axes, sabers/cleavers, rapiers/swords. The weapon has attack/balance parameters, 84.5/1.1, and weight 4.4. The character has an energy parameter. If the weapon is heavy, then you spend more energy on the blow, depending on the type of weapon, your level, the blows can cause different damage, the maximum damage is caused by piercing weapons: secondary guns, SKM broadswords/axes, and LMB sabers. Optimal weight for weapons, again it all depends on the level of your hero, at level 20 2.5 - 2.9, the higher the level, the heavier the weapon you can take. If your character gets tired or gets a lot of injuries, you are also awarded penalty points, but it’s easy to deal with this, rest in a tavern, brothel, help the church. Carry out strikes with RMB, LMB, SCM. For the type of weapon, broadswords/axes are the best type of strike: SKM, sabers/cleavers are LMB, rapiers/swords are PKM.
Corsairs To each his own Captured captains
In order to hand them over to the authorities, you go to the governor and hand over the prisoners to the authorities for a ransom. But first of all, talk to the captains, maybe you will learn something new. Sometimes they offer you a lot of interesting things, use all the dialog boxes.
Corsairs To each his own Artifacts, amulets, amulets, talismans
In the game you can find various artifacts. The simplest of them can be taken in a fight or accidentally “found” among someone else’s property. More rare ones can be found in the cabins of ships taken as a prize or in the pockets of plot opponents. They can also be received as gratitude from the inhabitants of the Archipelago. Often the most attractive amulets, while enhancing some features or properties, at the same time have negative impact, often of the opposite nature.
All artifacts are divided into three groups:
"Cursed" items: have a negative effect on the character and do not require equipment. The power of the spell cast on them is so great that you can only get rid of the effect of the curse together with the object, by throwing it away or putting it in a locker.
Charms: artifacts that have an unlimited duration are equipped in a separate slot (top left on the character diagram). These are the rarest and most valuable magical items. It is impossible to make them yourself.
Amulets: artifacts, of which there are many on the Archipelago, are equipped in slots specially designated for them. You can even buy them in any settlement. Local residents, representatives of the indigenous population, or wandering monks will be happy to sell simple crafts.
With the right luck and ingenuity, you can get your hands on an alchemical kit that allows the hero to make all kinds of objects, talismans and potions himself. You will also need:
recipe;
components (consumable items);
tools (necessary for the manufacturing process).
If you manage to get and study the recipe, the lists of components and tools will become known.
And, of course, all this becomes available only if the protagonist has the Alchemy ability.
There are three conventional types of magic in the game:
church (Catholics, Protestants),
native (Indians, blacks),
household/marine (superstitions of sailors and ordinary people).
Each type of magic is indicated by a stone in the icon in the upper left corner of the artifact icon: turquoise (blue) - church; jade (green) - native, coral (red) - household.
The stones are designed to guide the player in who to sell and from whom to buy the desired artifact (a merchant of “his” specialty will pay more when buying, but will ask for less).
Monks sell Christian artifacts. They give the maximum price for “turquoise” artifacts, half for “coral” ones, and pennies for “jade” ones (they buy them up to destroy the anathema).
Native crafts are sold by peaceful (without war paint) aborigines: they will buy best price“jade” amulets are worth half the price for “coral” ones and “turquoise” ones for next to nothing (to mock at your leisure).
Household amulets, familiar to most colonists, are sold by ordinary traders. They will purchase “coral” products at the maximum price, while church items can be purchased at half price in order to resell them to the monks. Perhaps the laity will not get involved with the natives at all (mind me!).
Despite their origin, artifacts can work together, or they can turn out to be antagonistic.
Amulets of offensive and defensive magic are incompatible. Auxiliary magic is neutral, and therefore compatible with any of the previous groups.
The functional orientation of the amulet is indicated by a rosette under the stone:
necklace with claws: attack effect;
sun with rays: protective effect;
Celtic circle: auxiliary.
As a rule, “auxiliary” amulets neutralize the concomitant negative effects of the main amulet.
In addition to the amulets of the three main groups, which can be sold and bought on city streets, there is a fourth indication group intended for rare artifacts: talismans, amulets, rare ammunition or equipment. The symbolic stone is lapis lazuli (i.e. blue with gold veins).
The rosette under the stone in the corner of the icon corresponds to the main function, similar to ordinary amulets.
In addition to the symbols listed above, you may encounter several more:
black morion in a bone rosette means danger emanating from an inactivated object;
white pearls in a bone rosette means that the item has useful non-magical properties, but you will have to pay something for its use (such an item carries both bonuses and penalties, for example, Rum or Wine);
yellow amber in the Kolovrat frame means that the object carries information that can be recorded either in Documents or in the Cartographic Atlas;
a golden star rune on a dark background means that the item is a tool with which you can create new items and which does not disappear after the first use, i.e. is not a component.
Members of your team - officers and companions - will not make independent decisions regarding artifacts, completely relying on the player’s choice.
Corsairs To each his own Global achievements


Baptism of fire. First victory in a naval battle

Covered with scars. Receive more than 10,000 damage in total

Alchemist. Craft over 200 potions and items

Guest. Spend the night in a tavern 50 times

Home sweet home. Get ownership of a house

The wind of change. Successfully complete the "Dutch Gambit" story quest while collaborating with GVIK

Jedi. Reach maximum reputation
Naval commander. Assemble the maximum squadron
Admiral. Develop the “Navigation” skill to 100%
Dealer. Earn 10,000,000 pesos by trading/reselling goods

In the service of the Empire

Negotiant. Develop the “Trade” skill to 100%

Researcher. Explore 50 dungeons, caves, grottoes and workings

Swordsman. Develop the skill “Rapiers and Swords” to 100%

Moneylender. Open deposits with money lenders for a total of 5,000,000 pesos

Darling of fate. Develop the “Luck” skill to 100%

Dragoon. Develop the skill “Broadswords and Axes” to 100%

Hussar. Develop the “Sabres and Cleavers” skill to 100%

Miser. Make a capital of 10,000,000 pesos

Painful. Reduce the “Health” indicator to the minimum possible

Living legend. Reach rank 40

Sith. Reach minimum reputation

Death to enemies. Kill 500 military personnel

Knowing no fear

Murderer. Lose 9999 sailors in the crew of the protagonist's ship killed in battles

Toughie. Develop the “Protection” skill to 100%

Exorcist. Destroy 100 instances of evil spirits
Red Book. Destroy 35 crabs
Sniper. Destroy 500 enemies with firearms
Slaver. Sell ​​5000 slaves

Diligent

Steel arms:

Spoiler

Poker
Old, rusty poker. It can hardly be called a weapon, but it is quite heavy and has a strong handle.

Brass knuckles
Sharp spikes and a comfortable grip allow this brass knuckles to serve as a good tool in the hands of a master.

Dusak
Just a rusty piece of iron; even the brace that once protected the hand has fallen off due to age...

Brett
Musketeer sword. Such weapons were used by musketeers in the military service of various states.

Malkus
A steel saber with a heavy blade, capable of cutting through any chain mail.

Kutlas
A saber with a short, wide blade. An ideal weapon for boarding battles. And yet, this is the weapon of a simple pirate, not an officer, and, especially, not a captain.

Dagger
An ordinary dagger that is only good for close combat with an unarmed enemy.

Schiavona
An elegant and deadly sword of the Venetian mercenaries from Dalmatia.

Saber
An ordinary soldier's saber. The weapon is simple, but cuts well.

Maltese sword
Sword of the Knights of the Order of Malta. This sword is good for both attack and defense.

Italian rapier
An elegant rapier by Italian craftsmen. A beautiful and at the same time dangerous weapon in skillful hands.

Katzbalger
Short sword of German mercenaries. It was used mainly for riots and brawls, so it is not very suitable for protection.

Scottish broadsword
A type of broadsword common in Scotland. Perfectly suited for both defense and attack.

Sea cleaver
A weapon common among military sailors. The thing is quite ordinary, but made conscientiously.

Estoc
This sword can easily break through any block; and even the strongest armor is unable to protect against its powerful piercing blow.

French rapier
The lightness of the blade of this rapier allows you to inflict lightning-fast thrusts on the enemy. A very effective weapon both for duels and for fights with several enemies.

Italian sword
This sword is over a hundred years old, but this has not affected it in any way. Needless to say, Italian gunsmiths knew their business.

Spanish sword
The Spaniards often preferred to carry swords of this type. The blade of this sword bears the mark of one of the best masters of Toledo.

Flamberge
A Germanic sword, equally suitable for both stabbing and slashing.

Crackemart
A weapon popular among English and French sailors. Perhaps a little heavy for a saber.

German rapier
A simple but effective rapier forged in Germany.

Athill
The insanely sharp blade of this beautiful weapon is capable of cutting through almost any obstacle in its path.

Falchion
Heavy knight's sword. There are few people who can withstand his powerful blow.

English rapier
Rapiers like this were made in England for aristocrats and nobles. Often used as a dueling or reward weapon.

Spanish rapier
Rapier of Toledo craftsmen with a light but quite durable blade. The favorite weapon of Spanish duelists.

Hurricane
A very balanced blade that allows a hurricane to pass through enemy formations.

Spanish saber
This blade comes from the glorious forges of Toledo, which not only penetrates almost any defense, but also protects its owner well.

Cerberus
A fairly rare blade on the Archipelago, and it is unknown where its name came from. However, this short blade has always been preferred by reckless brave men and adventurers, for it is excellent not only in attack, but also in defense...

Morgan's Rapier
The rapier of the famous pirate, isn’t it the key to his success? Razor-sharp blade, excellent balancing - all this allows you to survive in any mess

Tanat
Sword of the servants of the Order of Dagon. According to legend, the prototype of this sword was forged from a meteorite that fell from heaven.

Cavalry saber
A very, very good example of the weapons of the French cavalry.

Dutch infantry saber
An excellent example of a weapon. Not everyone will be able to resist his lightning-fast slashing blows.

Haudegen
A very good heavy single-edged sword. This is a real rarity: there are only a few of these in the entire archipelago.

French sword
One of the best works of French masters. A wonderful collectible weapon.

Cortelas
Genoese sword. Once upon a time, professional fencers in Italy were armed with such swords.

Sword
Heavy and powerful weapons are not the best solution for a quick attack, much less defense. However, this is more than offset by the damage it deals.

Axe
Boarding axe. A powerful weapon for attack, but almost useless for defense.

Ax
An effective weapon for destroying rigging, as well as for hand-to-hand and boarding combat. The sharp protrusion on the butt can easily pierce any armor.

Hatchet
Boarding axe. Only effective in a surprise attack.

Macuahuitl
An obsidian Aztec sword with an unpronounceable name. Good heavy weapons are always valuable, even if they are made of wood and stone.

War Claws
A row of deadly razor-sharp blades will leave an indelible mark on the cooling body of its victim...


Pistols:

Spoiler

Gun
Small, cheap pistol. Only dangerous at a very short distance.

Long gun
Regular long-barreled pistol. Decent range and stopping power, but it takes a long time to reload and is not very accurate.

Mortar
A real hand cannon. Great destructive power, but range and accuracy leave much to be desired.

Four-barreled pistol
Four pistols in one. It takes a long time to recharge, but it's worth it. Using this pistol requires the Marksman skill.

Breter pistol
This pistol is a true work of art. Excellent firing range and accuracy, fast reloading, high destructive power - a powerful argument in any dispute.

Double-barreled pistol
Great pistol with two barrels. For those cases when one bullet is not enough. Using this pistol requires the Marksman skill.

Blunderbuss
Powerful, lethal, quite heavy and a rare killing tool in these waters.

Double-barreled blunderbuss
An excellent example of the quality of English firearms. A superb blunderbuss for the marksman.

Shotgun
Weapons of someone else's time. Why and how it ended up here remains a mystery. Using a shotgun requires the Marksman skill.


Cuirasses and clothes:

Spoiler

Regular cuirass
This cuirass was worn by ordinary soldiers. It does not provide good protection, but is still capable of reducing the impact force by 10 percent.

French cuirass
This cuirass is not perfect, but it is worthy of attention when meeting pirates. Reduces saber hit damage by 20 percent.

Spanish cuirass
Cuirass made the best masters Castile. Able to withstand a good blow from a cutlass, reducing damage by 25 percent. Only officers could afford to wear it.

Dutch cuirass
Cuirass of Dutch officers. Reduces saber strike damage by 22 percent.

Dear cuirass
Cuirass made of gilded metal. A sign of wealth and prosperity. Perfectly holds back any blow, reducing the impact force by 35 percent.

Cast-offs
Such clothes suit only a professional tramp. Not washed for a long time, it exudes a disgusting smell that can scare away any person in their right mind. (+20 stealth when worn)

Merchant's clothes
Well-cut, made from fashionable material, such clothes suit a wealthy gentleman and only he can afford them. (+20 trade when wearing)

Nobleman's Clothes
They are greeted by their clothes and escorted by their intelligence. Making a great first impression is the goal of these sophisticated clothes. (+20 authority when wearing)


Telescopes:

Spoiler

Cheap spyglass
A simple telescope with scratched glass. This junk has no place in the pocket of a self-respecting captain.
Through it you can only see the type, name and speed of the ship.

Ordinary telescope
An ordinary telescope. The lenses are quite decent, although there are better ones.
Through it you can only see the type, name, speed of the ship and the degree of damage to the sails.

Good telescope
Expensive telescope with excellent lenses. Allows you to see the grin on the enemy boatswain's face a mile away.
Through it you can consider: the type, name, speed of the ship, the number of guns and the degree of its damage.

Excellent telescope
A spyglass made by a master, with lenses made of the purest rock crystal. The only thing better could be an exclusive option.
Through it you can consider: the type, name and speed of the ship, the degree of its damage, the number of crew, guns, and what they are loaded with.

Exclusive spyglass
This optical instrument is more like a telescope than a telescope. Lenses made of the purest rock crystal with a perfect fit, as well as the use of a tripod to avoid hand twitching, allow you to see absolutely everything, even the type of guns on a ship or fort.


Totems

Spoiler

Totem Xochiquetzal
Xochiquetzal, goddess of flowers and love. (+20 luck)

Mictlantecuhtli totem
Mictlantecuhtli, god kingdom of the dead. (+20 stealth)

Quetzalcoatl totem
Quetzalcoatl, god of the morning star, lord of the elements. (+20 defense)

Mixcoatl totem
Mixcoatl, god of the hunt. (+20 accuracy)

Tezcatlipoca totem
Tezcatlipoca, patron of priests, punisher of criminals. (+20 pistols)

Chalchihuitlicue totem
Chalchihuitlicue, goddess of the sea and lakes. (+20 authority)

Huitzilopochtli totem
Huitzilopochtli, god of the blue clear sky. (+20 medium weapons)

Tlaloc Totem
Tlaloc, god of rain and thunder, lord of all edible plants. (+20 light weapons)

Totem Mayahuel
Mayahuel, goddess of fertility, who gave people alcoholic drink. (+20 heavy weapons)

Tonacatecuhtli Totem
Tonacatecuhtli, the creator god who gives people food. (+20 trade)

Camashtli totem
Camashtli, god of the stars, hunting, war and fate. Creator of fire.

Sinteotl's Totem
Sinteotl, the young god of corn. (+20 to navigation)

Tlazolteotl totem
Tlazolteotl, the goddess, eater of dirt, cleanses from illicit passions.

Totem Tonatiuh
Tonatiuh, god of the sky and sun.

Totem Xipe Toteku
Xipe Totecu, god of crops, patron of goldsmiths. (+20 to repair)

The topic of piracy has become quite popular. Its spread was facilitated by the appearance of such paintings and works as “Pirates Caribbean" and "Treasure Island". Modern industry video games have spawned a sufficient number of products based on this topic. Among them are:

  • Assassin's creed IV: Black Flag;
  • not yet released Skull
  • fairly new Sea of ​​Thieves;
  • Raven's Cry;
  • Tortuga: Pirates of the New World;
  • never released, but managed to show itself Pirates of the Caribbean: Armada of the Damned;
  • Lego game series: Pirates of the Caribbean;
  • various games based on the films "Pirates of the Caribbean";
  • Sea Dogs game series.

Of course, this includes FarCry-3. But it demonstrates the modern face of piracy. Or rather, what was left of it. And in this material we will talk about a representative of the Sea dogs series of games. More precisely, a review of the game "Corsairs-3: To Each His Own" will be presented below.

About the game itself

The product was released on December 7, 2012. In Russia, he met under the name "Corsairs: To each his own." And abroad it was called Sea dogs: To each his own. The developer is BlackMark Studio. The publisher was the Akella company. The game was created based on the Storm 2.8-2.9 game engine. From the further review of the game "Corsairs: To Each His Own" it will become clear why this is not the most the best choice to create a gaming product.

The problem is that because of the old system, a lot of things don't work correctly. And we're not just talking about outdated 2012 graphics. For example, the market in the city is cleared at night, which is a definite plus. But in the morning he will not appear until you leave the location.

The voice acting also suffered. A striking example is leaving prison. You approach the guard so that he opens the door. A dialogue starts. The inscription reads: "You can be free." And at this time you hear: “Don’t bother me!” Or a conversation with a friend who talks about the area. When discussing any topic with you, he most often yells: “Do you need something? If not, leave!” And all this despite the fact that he approached you himself. By the way, due to outdated graphics, “Corsairs” is absolutely not demanding.

Now it is important to note another detail - the greed of the publisher. The fact is that the game was not conceived as a full-fledged product. It was developed as an unofficial addition to the full-fledged "Corsairs 3: City of Lost Ships" and is based on its mechanics. Nevertheless, the publisher decided to convert the addon into a commercial product. And, starting the review of “Corsairs: To Each His Own,” one cannot help but notice how badly this decision affected the product. But first, a few words about the plot.

Story

It is quite banal, but at the same time it is one of best parts the entire game, unlike some others. It is worth noting that three characters were planned here, each with their own storyline. The first we will discuss in “Corsairs: To Each His Own” is character 1. Photos and review are presented below.

So, you have to get used to the role of an aristocratic native of France, Charles de Maura. Its features are quite banal and are often found in plots (the same Infamous: Second son). He is an artist who loves to wander around various exhibitions and ladies, cuckolding their husbands; in general, he is a good-for-nothing son, unlike his brother Michel de Monpeux, a member of the Order of the Knights of Malta and (SPOILER!) also a deceiver. But that's not the point.

Charles comes to the Caribbean at the call of his brother, who failed a secret operation and is now in prison with the same knights. Michel tells the hero that the family owes the Governor General of the island of Saint-Pierre all the money spent on the business. And this is no less than 1 million pesos.

And now you - “the family’s shame” - must pull out its “pride”. That's what the character briefs for Corsairs: To Each His Own are all about. However, not all so simple. First, you will need a ship, which must be redeemed in three days. Its cost makes the task a little easier - 22,000 pesos, 5,000 of which have already been paid as a deposit. However, another 17,000 pesos must be found. And here you will have to run around, finding out who you can help and how.

It’s worth giving one small hint to help you complete the task without haste. As soon as your brother tells you that he has a ship, start collecting money. And only after that go after the ship. By the way, in addition to these 17 thousand, you will need at least 15 more. After all, recruiting a crew will cost 8,000 (in the tavern you will be offered to hire 40 sailors written off ashore), and they, in turn, will not go on board until the necessary supplies appear there .

But let’s not spoil the plot and just move on to the review of the passage of “Corsairs: To Each His Own.” Or rather, to an analysis of the gameplay features, important details, elements and, of course. defects.

What's new?

New elements include:

  • Alchemy. You have the opportunity to create various useful belongings yourself. Among them: talismans, potions, cartridges and others.
  • Changing the characteristics of weapons of the same type. Now the same object can differ in weight, length and curvature. Differences are also observed in such elements as the weight of the handle and the sharpness of the blade. At the same time, the appearance remains unchanged. It is worth noting that now the principle “I use what has the highest attack” does not work. Weapons must be selected depending on preferences and situations.

  • In the review of Corsairs: To Each His Own, it is worth noting the changes in fencing mechanics. Constant blocking is not as effective as it used to be. Your defenses can be penetrated by both slashing and piercing blows. Therefore, it is necessary to use dodges, parries and feints to successfully finish the battle. Although, who are we trying to fool? Already in one of the first missions you need to fight cannibals in a cave. You just need to stand in the passage and take out enemies one by one using slashing blows. The fencing system may have been improved, but the NPC's intelligence level remained the same.
  • However, there really is important thing, which should definitely be mentioned when reviewing “Corsairs: To Each His Own.” This is the ship's control system. In other words, spam the island until the right wind blows. The problem is that now not only the speed and direction of the wind is controlled, but also the level of fullness of the sails. Moreover, their structure plays an extremely important role.

I would also like to give a description of one important situation in the review of “Corsairs: To Each His Own.” Now oblique or straight sails work differently. You can experience all the trouble from this system the first time you go to sea - on a mission about smugglers. Your task is to swim to the beach in the north of the island from 7 pm to 5 am, disembark there and, returning to the ship, cross over to the smugglers' ship. However, the author's first experience showed that the system is merciless. It would seem that from 19.00 to 5.00 there is a carriage. But no.

With a wind of 13 knots, the sails filled only 0.3, which is why the ship practically did not move. As a result, the author swam to the island just at 5 in the morning, observing on the horizon the same “Ghost” (the name of the ship in question), to which it was necessary to moor while the entry in the diary about the failed mission rang. It is worth noting that if you catch the right direction, you can swim to the point by 3 o’clock in the morning. At the same time, without teleporting to the pirate bay and sailing for an hour from it. And since we’re talking about the sea, it’s worth moving on to an overview of the types of ships in “Corsairs: To Each His Own.”

Types of water transport in the game

The first thing worth noting is classes. There are six of them in total, and each includes several types of means of transportation on the sea. However, what do these classes mean? Before we begin the review of the ships "Corsairs: To Each His Own", you need to understand this. So, the class of a ship is its ability to work in conjunction with your level of navigation. Each will be listed below:

  • for 6th grade, level 1 is enough;
  • 5th grade - 25;
  • 4th grade requires 40;
  • 3rd grade - 65;
  • 2nd grade - 80;
  • and to control a first-class ship, you must have navigation level 95.

We continue our review of “Corsairs: To Each His Own” and tell you in detail about each of them.

Class 1. Meet Such ships are quite difficult. They are also not sold at the shipyard. This includes:

Class 2. Ships also quite rare and not available for sale. Among them:

  • Merchant ship "Navio". It has a fairly powerful hull and a spacious hold. The sail set is also quite well designed. About 30 large guns are installed on board such a vessel, capable of providing protection against attacks by pirates.
  • A merchant ship of the East India Company. Makes long voyages with a guarded convoy. Some varieties may have many weapons and a large enough hull to be able to swim independently.
  • Heavy galleon. A military vessel that is used to protect caravans, as well as transport various valuable cargo. Quite slow, but well armed and fortified.
  • Frigate. Fast, with good weapons. Used for long-range reconnaissance and capture of enemy merchant ships. It can also take part in combat operations with other ships.
  • Heavy frigate. Used to guard convoys. Also fast and well armed.

Class 3. Here includes simple medium-sized vessels. Among them:

  • Caravel. It has a rather outdated design. It has good set guns, but not fast enough to be used in combat.
  • Pinnace. Common among traders. A sufficiently large and strong hull allows you to make long voyages and transport a large number of cargo.
  • Karakka. A fairly slow ship, equipped with superstructures like towers. The only advantage is the large hold and strong hull.
  • Galleon. A warship that appeared at the beginning of the 16th century. The basis was karakka. At the moment (the game period is 1645) it continues to be used in combat.
  • Corvette. A vessel for reconnaissance and cruising operations. Also used for messenger service. Develops high speed and can maneuver extremely well under enemy fire.
  • Xebec. A ship with a narrow hull and slanting sails. Can reach high speeds (except for tailwinds). Popular among corsairs.
  • Half acre Somewhat similar to the previous one, but has a different sail set. The mainmast has straight sails. But because of this, maneuverability decreases.

Class 4. Presented the following models:

  • Trading schooner. A ship with good speed, a spacious hold and a shallow draft. Popular among novice traders.
  • Military schooner. Fast, well armed and able to maneuver in battle. Can be used for military purposes.
  • Barquentine. A simplified version of a merchant ship with a mixed sailing system for crews with little experience.
  • Brigantine. A legendary fast and maneuverable vessel. Popular among pirates and adventurers.
  • Brig. Actively used in the navy for reconnaissance. Fast and maneuverable.
  • Shnyava. Like the brigantine, it is the basis for creating a brig, which is practically not inferior in all respects. Popular among traders and smugglers.
  • Flute ship. An excellent merchant ship (in its class). Nevertheless, it has a modest set of weapons for the sake of spaciousness.

Class 5. Here includes:

  • Barque. An ideal vessel for long voyages. It has a large hold and good weapons. However, the structural features of the hull do not allow it to develop high speeds.
  • Sloop. Has the ability to develop high speeds and maneuver. There is a fairly powerful set of weapons on board. Actively used during patrols.
  • Lugger. A fast, small-sized vessel. Popular among smugglers.
  • Courier lugger. It has a durable body, strong weapons and is capable of high speed. Used for messenger service.

Class 6. Includes:

  • Tartan. Used for fishing. The armed vessel is used to patrol the coast.
  • Longboat. A small boat for traveling between islands.

Types of weapons

Now it’s worth talking about what the player needs to protect himself on land. Weapons are divided into two types: cold steel and firearms. The rarest of them, as well as the frequency of their occurrence in the game, will be discussed below.

Steel arms

Among the rare ones are:

  • Saxon sword Saxenfeder - when completing the task "Dutch Gambit";
  • saber Wrath of the Prophet - found when completing the quest "Pirate Saga";
  • Smallsword shortened sword - from the body of Chad Capper, during the mission "Dutch Gambit";
  • Mariner's naval rapier - rare, can be found in treasures and chests;
  • Morgan's flamberge sword - in the quest "Shadows of the Past";
  • Brett's rapier - from the body of Mary Casper and in the treasures;
  • Pappenheimer cavalry sword - Thibault's body, Brother Jackman's body, treasures, characters from quests;
  • dagger Leader's Claw - a gift from Thaddeus;
  • one-handed spear Naab-Te - from the bodies of the Itza Indians;
  • Asoled's dueling foil - a prize for finishing first in the "Sailing Regatta";
  • officer's klewang - the last lesson and quest "Dutch Gambit" (for an English privateer);
  • sea ​​saber - treasures and quests;
  • saber Madonna - treasures, lighthouse keepers;
  • Scimitar blade - chests of ships of classes 1-3;
  • Storta - quest "Ancient Mayan City" (not always);
  • tlacomacan - similar to the butt of a musket, from the bodies of the Indians;
  • katana - captain's chest in the quest "Kaleuche";
  • ax - treasure, captain Van Berg, Crab Island.

Firearms

  • Double-shot pistol - quest "Kaleuche".
  • Blunderbooz - can be obtained for the quest "Turtle Soup".
  • Arquebus - treasures, chests of captains on quests, from the bodies of musketeers.
  • Matchlock musket - treasure, chest in the Puebla cabin and on the Santa Lucia galleon.
  • Naval carbine - quest "Dutch Gambit".
  • Tower blunderbuss - quest "Shark Hunt".
  • Screw fitting - quest "Shark Hunt".
  • Hunting fitting - quest "In search of the guardian of truth."
  • Sklopetta - quest "Return of the Baron", bodies of musketeers.
  • Colt revolver - exchanged with a Miskito shaman for a shaman's tambourine.

In the review of the game it is also worth mentioning one interesting quest. Therefore, below will be a brief overview of the “Sailing Regatta” in Corsairs 3: To Each His Own.

Regatta

The essence of the quest is that you need to travel from several islands on a lugger-type ship. The starting and ending point is Port Royal.

The race passes through the following points:

  • Port Royal;
  • Belize;
  • Port-au-Prince;
  • St. John's;
  • Bridgetown;
  • Port Royal.

At each point you must register with the port authority. There will also be various mini-quests in each city. In addition to the main prize, you can win 250,000 pesos. It is possible to bet on the winner.

Awards

First place:

  • blade "Asoleda";
  • Milanese shell;
  • compass.

Second place:

  • blade "Madonna";
  • sklopetta;
  • compass.

Third place:

  • blade "Saxenfeder";
  • brigant;
  • compass.

Results

So, you have been presented with an overview of the characteristics of the game "Corsairs: To Each His Own". We hope that after reading it you will not have any problems completing it. Have a good game!

I accompanied the merchant to Tortuga, or rather to his lighthouse, and he gave me the plans of his competitor, another merchant, whose hold was filled with mahogany. He said that in two weeks he would have to appear on Cayman Island to replenish drinking water supplies. I thanked for the information and did not bear a grudge against my former companion, instead I moved to the port of Tortuga and exchanged my Lugger for a Sloop, which was slightly better than mine and could accommodate 15 more people, not to mention a more capacious hold, additional guns more high caliber. I did not load my ship, because my sailors were not very good gunners, and I myself, not very accurate, so I took 6-pound guns (3-pound on the Lugger), loaded the ship with gunpowder and shells, provisions I took enough for the voyage to the Caymans and more for the days of waiting for the ship. I didn’t load the ship too much and relied on speed and maneuverability, because the battle lay ahead of me against Flute, whose hold was supposed to be bursting with mahogany, therefore, there would be a battle against a clumsy heavyweight.

Cherishing dreams of a mountain of gold and glory, I set my ship towards Cayman. Along the way there were pirates and Spanish patrols, but they would never catch up with my swallow. Arriving on the island, three days earlier than expected, I decided to inspect it for profit and other hunters, like me. As soon as he landed on the shore, the sailors immediately ran up. It was clear from them that they had not eaten for several days and were very happy to see my ship. They asked to join me in my service, but I recruited sailors at the Tortuga tavern and I did not have room for them. Well, I didn’t leave them there on the island with empty hands and stomach. He ordered his sailors to provide them with a boat, medicines and provisions. This would be enough for them to reach the crowded shores of Cuba, and he himself headed into the interior of the island. After several hours of searching, I discovered the entrance to the cave. There was an empty chest in it, and in the cave itself there was a disgusting atmosphere - it smelled like a curse, so my bodyguard and I hurried to leave it quickly. Having examined the entire island, I returned back to the ship. There is no trace of those sailors, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them with that.

I ordered the ship to be camouflaged and began to wait for that merchant. Three days later he appeared on his flute under the French flag. His “friend” forgot to mention this, so I ordered my French flag to be changed to Jolly Roger and went to meet the flute. My sloop cut through the waves like a hot knife through butter and half an hour later you could already see the merchant’s surprised face through my cheap binoculars. On the deck of the flute, sailors began to run around, disturbing each other. Newbies, I thought.

The battle went on for several hours. My sloop seemed to be dancing near a large and clumsy elephant and stinging its most vulnerable parts. I didn’t have much gunpowder, because I didn’t want to overload my ship, so the first thing I did was fire at the ship’s crew. They may be newcomers, but there were three, or maybe even four, more of them than us. It's not worth the risk. So the reserves of buckshot ran out, and the crew of the flute was noticeably reduced, and its sails were also damaged, now it was even more clumsy. I did not allow this unfortunate captain to turn his ship sideways towards me, I constantly adjusted my side to his stern and fired from all five 6-foot cannons. Well, the gunpowder ran out in the hold.

There are only 30 of my 59 sailors left, what a pity that not all of them will be able to see the gold that I will receive for the goods that lie in the flute’s hold, if it really is there. But there was nowhere to retreat, and it was stupid - we took up arms and went to board. For each of our sailors there were three enemy sailors, and this is taking into account the fact that we fired at them with grapeshot for so long that it would have been enough to cast a large bell.

How many deaths? Of all the sailors, only four were squeezed out, and even then, three of them were seriously wounded. It was impossible to allow the death of the others to be in vain and, armed, my Indian friend and I went down into the hold, where ten more French sailors were waiting for us. Their numbers are against our skill. I did right choice that saved this Indian from the gallows. Victory was ours, and I had a meeting with their captain. The merchant turned out to be not accommodating, but I wanted to invite him to surrender and sail on, with his surviving sailors or those taken prisoner. He thought he could defeat me and doomed his people to slavery - well, that would be on his conscience.

But the merchant did not deceive. The hold of the flute was completely filled with mahogany. We spent several hours reloading the goods into the hold of our ship, and then headed back to Tortuga. The way back turned out to be quite calm, and the wind was glorious. The risk paid off and I earned fifty thousand pesos, ten thousand of which were spent on repairing my swallow, recruiting a new team and replenishing supplies. Aarrrghhh, what a nice day it was!

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