Caribbean! — Update notes (April 17)

April 17, 2015  |  Caribbean!, На Карибы!  |  14 Comments

Hi everyone,

New update 1.048 is coming later today.


Update notes:


– Two new locations for land battles: ‘Marsh’ and ‘Chapel’.


– Problems with AI behavior on recently added locations.

– Trade Galleon textures during boarding.

– Incorrect display of a larger number of traits at the party screen.

– Irrelevant descriptions for some of the traits.

– Too high ‘renown’ requirements for ‘Lucky leader’ and ‘Sea devil’ traits.

– Exceeding of a ship’s maximum ammunition after installing upgrades that can decrease cargo hold capacity.

– Lack of alternative conclusion to the first dialogue with McGonagall.

– Sieges now consist of only one phase.

– Inability to select troops on the tactical map in the second story battle.

– Inconsistency between the ‘renown’ amount shown before a battle and the amount received after it.

– Ability to use cannon while riding a horse.

– Some text fixes.

Caribbean! — Update notes (April 10)

April 10, 2015  |  Caribbean!, На Карибы!  |  16 Comments

Hi everyone,

Another smaller update today as we continue working on greater things.


Update notes 1.047:


– Two new locations for land battles: ‘Fort on the hill’ and ‘Canyon’.

– Opened gate doors model for one of the siege locations.

– Ambient occlusion for ship models in sea battles.

– Collision meshes optimization for ship ramming in sea battles.


– AI freezing on the ground level of towers during sieges.

– AI attempting to attack his enemy through walls during sieges.

– Incorrect spawn of the defensive troops on one of the locations during sieges.

– Inability to walk upstairs in the tower on one of the siege locations.

– Tactical map displayed incorrectly when firing a cannon.

– Script error caused by bartender talking about captains already hired by the player.

– ‘Traveling merchant’ unit missing his weapons.

Caribbean! — Update notes (April 3)

April 3, 2015  |  Caribbean!, На Карибы!  |  67 Comments

Hi everyone,

There will actually be only one ‘note’ in today’s update. However, it’s a pretty important one.

This week we’ve decided to improve the tactical map for land battles. Judging by your feedback, controlling armies in a separate screen was a bit confusing, often disorientating and, as a result, it didn’t always fulfill its mission successfully, which was to provide more interesting tactical options in battles. We couldn’t really disagree with that, so that’s why the new version of battle planning interface looks like this:


As you can see, abstract minimalism of battles between green and red dots is a thing of the past. Now when you press ‘Backspace’, you will not only see the current locations of both your and enemy troops on the map, but also get an eye bird’s view of the whole land battle location, all in one place.

You won’t have to take a guess of your troops’ approximate position changes anymore. For example, if you want to move your range troop to a higher position, just place the icon on the hill you want — the controls stayed the same as they were.

We hope you’ll like the new tactical map. And as always, any comments suggesting any improvements in this regard are welcome, so please feel free to speak your mind.

Caribbean! — Update notes (March 27)

March 27, 2015  |  Caribbean!, На Карибы!  |  61 Comments

Hi everyone,

Some small fixes this week, as we’re focusing most of our time on creating a content update. At the moment it seems this task may take a while to finish, so please bear with us for now (and don’t panic!).

We’ll try our best to pay attention to smaller problems like these in the meanwhile.


Update notes:

– Cannons and gunners can now be bought separately from each other on the hire screen.

– Fixed a bug that caused relationship improvement when trying to help other party in battle and then leaving without partaking in it.

– Fixed a bug with accessibility to cargo hold in some cases.

– Fixed inability to do military quests from other factions with player created faction.

– Fixed a bug when players could ask tavern keepers about companions that were not yet in the game.

– Fixed a bug with accessibility to the abandoned mine on the strategic map.

Caribbean! — Update notes (March 20)

March 20, 2015  |  Caribbean!, На Карибы!  |  211 Comments

Hi everyone,

This week we decided to focus our attention on two problems popular among the community. Namely, the ability to create your own faction and improvements to the the strategic map.


Players now have three ways to create their own faction:

– The most obvious one is to capture any town. Just in case we’ll remind that assaulting towns becomes available with reaching the “Captain” military rank.

– Leave the faction you’re currently in, having one or more towns under your control before that.

– Choose the “This shall not stand!” option in the dialogue about towns ownership with the lord of your current faction. You’ll need to have one or or more towns under your control prior to that as well.

Having created their own faction, players will no longer have to pay port charges in their towns.

As to the updated world map: we changed the camera settings a little, made the troops icons smaller, added new town icons and relief on land and bigger islands.

Update notes:

– Added mechanism for creating player’s own faction.
– Changed camera’s settings on the strategic map.
– New town icons on the strategic map.
– Added numerical display for prosperity level on the city screen’s tooltip.
– Fixed a bug with calculating free construction slots on higher trading ranks.
– Fixed a problem with entering Capmeche.
– Fixes in the Russian localization.

Caribbean! — Update notes (March 13)

March 13, 2015  |  Caribbean!, На Карибы!  |  75 Comments

Hi everyone,

Today we’re releasing another Friday update. This week we’ve mainly focused on improving naval battles: the game mechanic had a number of exploits from which we tried to get rid of. As a result, naval battles became more challenging, AI got more dangerous and chainshots are now more useful.


In addition we made some changes in the trading balance — in particular, the traits “Trader” and “Entrepreneur” are now reworked.

We’d also like to bring up the loot subject. We saw a lot of complaints that the “Sutler” trait wasn’t working. It’s not supposed to increase the loot’s amount itself — it only increases the food percent in the loot that you find.

Update notes:


– Reworked traits “Trader” and “Entrepreneur” — they now reduce harbor charges and property upkeep instead of trading fines.
– Fixed a bug that prevented players from getting the “Cavalry colonel” trait.

Naval battle:

– Player’s ship now keeps the ammunition type it used before boarding.
– Added new fleet order — “Don’t use cannonballs”. It helps to avoid unwanted sinking of enemy vessels.
– Notably reduced damage from fire for bigger ships.
– Fixed a bug that caused half-destroyed sails to become invincible for chaishots.
– Improved accuracy for chainshots.
– Improved AI behavior in naval battles — it now tries to avoid boarding at any cost, except for cases when it has a clear advantage.
– Notably reduced ramming damage.
– Removed illogical text menu with suggestion to “Continue the battle” when the player lost all ships in battle.
– AI now actively tries to position itself for a successful broadside against the player.

General fixes:

– Increased speed for soldier recruiting in AI’s garrisons — now capturing enemy towns should get more difficult.
– Added prices display for governor’s buildings.
– Lots of fixes in the Russian localization.

Caribbean! — Update notes (March 6)

March 6, 2015  |  Caribbean!, На Карибы!  |  102 Comments

Hi everyone,

New update 1.020 is now available for download.


Update notes:

– Food is now highlighted differently from other goods.
– Added new music.
– Player’s troops can now be trained and be upgraded to more advanced units.
– Ships no longer start reloading their cannons after boarding fights.
– Increased probability of higher rank ships appearing for sale.
– The tavern scene was made brighter based on players’ feedback.
– Fixed location for the ‘sneaking into town’ option.
– Fixed logical error that prevented players from buying property after the first encounter with Zendar Van der Graaf.
– Fixed parties being stuck on the map.
– Fixed empty town with no garrisons.
– Fixed bug with taxing upon sneaking into towns
– Fixed zero prices for used ships.
– Fixed morale bug.
– Fixed falling from masts during boarding.

Caribbean! — Update notes (February 27)

February 27, 2015  |  Caribbean!, На Карибы!  |  87 Comments

Hi everyone,

The first post-release update for ‘Caribbean!’ is coming today. A little clarification: right now we’re focusing on things the community considered the most critical for our game.


Update notes:

– The classic M&B troop control system was combined with our new order system. You can either control troop types with hotkeys or give out orders for selected troops with the mouse.
– Returned old loot system. Loot won’t be accessible in as large amounts as before, but players will be able to lay their hands on a set of old boots and hats from defeated bandits.
– Changed player icon on the tactical map, now the player is marked as an arrow which depends on player’s view direction.
– Dramatically decreased ramming damage which previously could cause flagship’s sinking upon boarding.
– Added new siege location.
– Added quick-access button for player’s ‘Storage’ in a town if he has any property there.
– Bartender in the tavern now gives a hint on where you can find companions.
– Removed additional damage to player’s crew during boarding which could lead to illogical loss of sailors.
– Fixed a bug which caused loss in boarding if the player had low HP even after he won the fight.
– Fixed a bug which caused ‘NO_STRING’ messages to appear in the shipwright’s menu if a shipyard didn’t have ships for sale.

We’ll keep working on two directions: fixing the most unpleasant bugs and filling the game with new content as well as more diverse gameplay.

Caribbean! — Status update #10

February 24, 2015  |  Caribbean!, Snowbird, На Карибы!  |  56 Comments

Hi everyone,

Let’s discuss something. First of all, we want to draw attention to the fact that ‘Caribbean!’ does not contain the words “Mount & Blade” in its title. And there’s a reason for that — mainly because our game is not a continuation in Mount & Blade series. Yes, some traditional features known to M&B fans are not in the game, but at the same time we added a lot of new things which were never before seen in those games.


Sure, a good portion of negative reviews is justifiable. But is our game that bad? We’d like to think it’s not. In any case we’ll do our best to change your mind with an upcoming set of updates in the near future.

Right now we’re working on combining the classic troop control system from Warband and WFaS with our new RTS-like system.

The other thing we’re focusing on is fixing logical errors in naval battles and boarding. For the most part those aren’t programming bugs, but some gamedesign decisions that turned out to be not quite obvious.

We’ll also be adding some new locations into the game. This might be our main shortcoming — the game lacks new places, and feels like there’s a shortage of space. Additional locations should help fix this problem.

Special thanks to everyone who didn’t resort to throwing hate grenades into our bunker. The work on the game continues, stay tuned for the news.

Caribbean! — Now available

February 20, 2015  |  Caribbean!, Snowbird, На Карибы!  |  87 Comments

Hi everyone,

Today we’re putting out the release version of ‘Caribbean!’. On this occasion we’d like to say a few words about the new things you’ll be able to find in the game since the last update and what you can expect in the future.

The release version now has a new storyline which we didn’t show before. Some of its parts could of course be noticed during Early Access by the most attentive players, but hopefully nobody spoiled themselves just yet.

Secondly, companion hiring. Now players can appoint them as ship captains as well.

Next is treasure hunting system. We won’t tell how exactly it works beforehand as it’s closely tied to the story, companions and treasure hunting, so you have this part to explore for yourselves.

In other new additions: the tavern, where players can buy rare collectible weapons and get rid of their prisoners; new town screen and new ‘governor’ construction system now, when you govern a town, you get access to its special town buildings.

We also updated the siege location. Now attacking and defending sides don’t clash with each other in a narrow bottleneck. We think this should help making the town sieges a bit more challenging.

Now, what can you expect next? First of all, more siege locations. We finished working on the small siege constructor and will soon fill the game with different fortress variations.

After that we’d like to add some quite intriguing nationalities and their special troops. Which exactly? We’ll talk about that a bit later.

We consider our main goal of making the game as stable as possible achieved. Despite the huge stress on the engine, greatly increased quality and quantity of in-game models, the game doesn’t take more than 1,7 Gb in memory. Based on this, we can safely continue working on the game without much trouble.

We still look forward to hearing your feedback and ideas, and we read every post we see here, on Steam forums or on newly created TaleWorlds sub-forum.

A big thanks to everyone who supported us during Early Access! We really hope you’ll like the game.

P.S.: ‘Caribbean!’ will be sold at a 15% base discount on Steam and GOG for the whole launch week, starting today. Additionally, if you have M&B: Warband or M&B: With Fire & Sword on your account in any of these stores, you’ll get a bonus 10% discount upon buying the game in the first week.