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.
– 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.Leave comment
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.
– 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.
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.
– 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.
– 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.
– 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.
Update 1.5.2 has left the beta and it’s now available for everyone.
- Visual informing for province sieges caused by neutral units.
- Karma status is now displayed in statistics on the astral map.
- Guards HP is now showed in a province’s tooltip.
- Hero’s HP is now shown in his tooltip on the strategic map.
- Added French language.
- Corruption not working correctly.
- Some of the events not having further resolution after winning or losing in battles.
- Game crash caused by events that had neutral units attacking garrisons in provinces.
- Centaur’s “Battlecry” skill not increasing speed of units correctly.
- Bugs in rituals targeted against guards in provinces.
- Army of a hero, that was to about to be resurrected, didn’t require any upkeep.
- Unclear definitions of ‘Walls’ and ‘Fortifications’ in the province’s tooltip.
- Catapult didn’t always hit its targets in a radius when using fire projectiles.
- “Treant’s Acorn” event.
- Brewery not increasing morale of units in garrison.
- Incorrect tooltip on the button used for leaving the “Advanced” building mode.
- “Inspiration” spell’s incorrect effect.
- “OK” button in the “Change weapons” screen led to spending action points without choosing a new weapon.
- AI not attacking heroes in neutral provinces.
- Bug that caused showing incorrect text instead of the enemy army’s composition.
- Dead hero could prevent getting quests from the crystal in some cases.
- Bug in the “Ambush” event.
New update 1.020 is now available for download.
– 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.
We wanted to clear the situation with Eador a bit. First of all, the project hasn’t been abandoned. Our limited resourced wouldn’t let us devote as much time to it we’d like. Honestly speaking, 90% of our efforts and expenses at this very moment are focused on ‘Caribbean!’. However, we have a dedicated specialist whose job is only working on and improving Eador.
Regarding the next update. If all goes well, we’ll upload it to Steam’s open beta tomorrow, so GOG’s customers will have to wait a little longer. After some tests we’ll release update 1.5.2 and post the patch notes along with it.
We see that hundreds of people still keep playing the game every day. Of course, that’s not millions or even thousands, but knowing that some of you are out there and still playing is enough to continue our work on Eador. So thanks for that!
UPDATE: 1.5.2 is now uploaded to the beta branch.Leave comment
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.
– 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.Leave comment
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.Leave comment
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.Leave comment
There’s one Russian joke that perfectly describes our 8th Status Update.
Military unit receives very sad news: private Ivanov’s parents died. This news is to be reported to Ivanov, but in a very delicate way. At the morning formation officer commands:
– All those whose parents are alive – step forward! Ivanov, where are you going?!
Perhaps we should have announced the amendments in our plans in a bit more delicate way and without causing panic. That’s why we decided to dedicate this post not to the current development, but to where it’s headed next.
To start, the list of features we showed earlier is mostly our work plan for the year ahead. What we meant to communicate was that these parts of the game won’t be present in the game on release. The release version will be that solid foundation that we’ll use to expand our project further on. Those who played Dune 2 might remember: for a building to stand firm, it must be built on a concrete platform.
This concrete platform is necessary for getting a technologically stable game. We’ll know for sure that it works without troubles with the engine and any additional optimization.
Secondly, there are game elements that have horizon of development. There are game elements that we can work on for an unknown amount of time. And things that can take an unknown amount of time, can also require an unknown amount of budget. In this case it’s better to divide the development into stages, without trying to achieve everything at once.
Bearing this in mind, ‘Caribbean!’ is going to be released on February 20th 2015. Here’s what’s going into the release version:
- Naval battles — significantly changed based on players’ feedback.
- Boarding fights.
- Brand new economy and production system.
- New ranking system.
- Completely reworked quest model.
- Field artillery.
- Order and control system for armies in battles.
- Brand new world map.
As we mentioned, this is not the final list of features the game will ultimately receive. Right after the release, we’ll start working on naval sieges — something we wanted to do from the start but couldn’t implement due to technical problems and restrictions. This will be the first content update we’re planning to add in the game. We’ll stress this one more time, it’s going to be a free DLC, and not paid content.Leave comment