We’d like to tell you what we’re currently working on and what we want to include in the next update.
First, we want to finish a new working version of land battles. We figured what the game was missing is RTS elements because ‘Caribbean!’ is no longer a game about feudal fights of knights and peasants. Creating formations for infantry and cavalry that players will be able to control with handy interface is our main goal for the next two weeks.
The next on the agenda is finishing the city screen. As we already mentioned, what you currently see in the game is a placeholder. The end result should be pretty and intuitive. Also, if possible, with shorter load times too.
Finally, we’re planning to add one more boarding location, for ships of higher ranks.
About fixing the bugs. We understand that you want them gone as soon as possible but we can’t promise that just yet. Until the game’s foundations are complete we don’t really want to resort to full-on bugfixing. In that case we run the risk of delaying the development for a few more months. Nevertheless, we’ll try to deal with the following problems first:
- Massive damage caused by ship ramming.
- Jamming on the deck at the big ship / small ship boarding location.
- Spontaneous changes in ships HP in sea battles.
- OP grenades and troops that use them.
We may add something else to the list, but please note that some of these problems won’t be easy to resolve and will take more time than the other.
Stay tuned for the updates and keep the comments coming. Even if we don’t reply to all of them, we certainly do our best to read through all feedback.Leave comment
Today we’re releasing a pretty big (and long overdue) update for ‘Caribbean!’. You can check out our new video devblog where we show what’s been added and changed:
- Added new interactive city screen.
- Introduced system for building construction.
- Added new entities ‘Cargo hold’ and ‘Storage’ to the game’s functional.
- Changed goods trading interface.
- Increased size of the sea locations.
- Improved AI’s behavior during battles.
- Increased shooting distance for ships’ artillery.
- Added ship ramming ability.
- Added ‘captain’s bridge’ camera option.
- Added ‘spyglass’ camera option.
- All boarding locations are completely redone.
- Added ‘rope jumps / climbing up’ for the attacking side.
- Added crow’s nests for masts on all ships.
- AI is now divided into ‘defending’ and ‘attacking’ entities. Attacking AI will try to get to enemy’s deck as soon as possible, while the defending one will hold the line.
- Changed cavalry behavior. It will now always attempt to perform charge attacks.
- Added starting formations for the entire player’s army. All troops are now divided by their types automatically.
- Partly reworked order system.
- Changed shooting visual effects for most weapons.
- Fixed a bug in artillery’s smoke particles that caused FPS drop.
- Changed horse troops line-ups of all factions, except for the Brotherhood of the Coast.
New commands for controlling your troops:
1, 2, 3, 4 buttons will order the troops to come up to the player. Same buttons in combination with Ctrl will give an order to attack.
1 – order melee units to come up to you.
2 – order riflemen to come up to you.
3 – order close-range cavalry to come up to you.
4 – order long-range cavalry to come up to you.
Ctrl+1 – order melee units to attack.
Ctrl+2 – order riflemen to attack.
Ctrl+3 – order close-range cavalry to attack.
Ctrl+4 – order long-range cavalry to attack.
Note: The ‘Come up’ command doesn’t replicate the old ‘Follow me’ command. The troops will only come closer to the player and will make a formation relatively close to his position.
As the game is going through an active overhaul stage, many of its elements are completely turned off or don’t work correctly. We’d like to ask the players to be understanding of this. The development process doesn’t let us release a fully working current version of the game. But at the same time we don’t want to keep you waiting for an update any longer.
So here’s what you’ll need to keep in mind when playing the version 0.900:
- You can’t hire garrison in a city captured by you. This is because the city menu concept is being changed. In the future we’re planning to add a brand new screen for troops hiring and city upgrades. Advice: after successful city assault you can leave there freed prisoners – they’ll go the garrison automatically.
- Industrial buildings will produce the goods, but won’t sell them. You’ll need to collect the goods from storage and sell it yourself for now.
- The old system for controlling the troops was turned off, but the new system is only in the beginning of the development. Most likely, you won’t be able to control the troops with comfort in the nearest month.
- Price system and its balance. We have an especially rare pistol that costs 180 000 piasters and a frigate that costs 150 000. Sometimes two almost identical sables can differ in price dramatically. A good cuirass can cost like a regiment of royal musketeers and so on. We’re aware of these problems and ask to be patient. We can’t start working on the economy balance until overall work on the gameplay is finished.
- Same goes for weapon balance. Grenades and cannons, above all. We’ll certainly fix this, but closer to the release.
- FPS drops and slow locations loading. We’ve reached the limits of M&B’s engine possibilities. It can be fixed with optimization and cleaning old content. But the thing is that the engine often relies on the resources which are dangerous to delete from the game. We’ll optimize the game, slow but steady. We already started working on that, but owners of lower-end PCs will experience some problems in the current version.Leave comment
We have to let you know that the big July update we announced earlier won’t be coming — instead, it’s going to become even bigger and land in August. We’ll share the reasons behind this decision, as well our current work progress, below:
Boarding. We think that boarding is the heart of combat gameplay, even more important than sea battles. The current version of the boarding fights stopped being satisfactory for us a long time ago, and as a result we’re redoing it from scratch.
Graphic quality of the boarding locations was too poor compared to the character models so all ships are being completely redone. Besides the evident difference in textures, we redesigned level geometry: got rid off jamming on decks and unnecessary rooms, made the movement on ships more clear and free for the player. We also added crow’s nests on masts, to provide riflemen with additional spots.
Naval combat. The second most important element of the game. We’re still torn between which path to choose: making everything more simple and arcady or adding more options for strategy and control. But our internal tests showed that either way we’d need to deal with current small locations. Right now gameplay functions well only with 2 vs. 2 ship battles. Our limit is 12 ships on the scene, and with that amount of ships there’s very little room for everyone in the sea. Making the location bigger is a challenge as we have to work around the engine’s limitations. So for now our programmer added a ‘spyglass’ option that many of you asked for. More significant updates in this area should be coming in September.
Trading and economy. Initially it was supposed to be a side gameplay element, but we want to increase its importance in the game. Actually, working on economy takes more time than anything else at the moment as we keep changing some basic things in M&B engine. For example, right now we separate player’s personal inventory and his cargo. It’s not very convenient and logical to carry not only a set of 12 breastplates but two tons of cacao as well. Another new element is building construction in the towns — there’s so much to do here that we won’t even dare to promise it done by August.
Strategic map. We got a lot of feedback on geography of our map and its flaws. Apologies for the inaccuracies — that was our first try to befriend realism with gaming. In August we’ll do our best to finish the new world map, more accurate and, possibly, far more attractive.
The plans are pretty ambitious for us, and we hope we can implement all of this with no problem. After the August update we’ll be ready to switch to the next big step — refining land battles and implementing city sieges.
Sorry for the delay with the update — unfortunately, the vacations of our team’s members have taken its toll. We should be able to release it during the second week of September.
New update 1.4.5 is now available for Eador.
- Improved tooltip’s information display about dealt spell damage during a fight.
- All game freezes upon turn change on the tactical map should be fixed now.
- Movement for flying units.
- ‘Dragon form’ spell bug.
- Game freeze caused by attacking some sites.
- Items that weren’t put in the inventory but reemerged after an event caused the game to freeze.
- Bug in the ‘Drainage of swamp’ event.
- ‘No magic can be used’ setting bug in auto-combat.
- ‘Magic weapon’ spell restoring more ammunition than needed.
- ‘Blizzard’ spell not blocking enemy heroes.
- ‘Taint’ skill affecting golems, demons and undead.
New update 0.802 is available today. Not a big one, but consider it to be a foundation for a huge update in July.
- Added functional for ammunition consumption in naval battles (ammunition can be bought in the harbor).
- Added two new ship models.
- Added new economic model for testing – reset raw material and product types, adjusted production and consumption.
- Sound effects partly changed.
- Removed unnecessary test content.Leave comment
New update 1.4.4 is coming later today.
- Added and improved sounds for a number of units.
- Changed balance (characteristics, skills, upgrades etc.) for a number of units.
- Improved tooltip display during tactical battles.
- Income tooltip is now shown at the bottom of the screen after finishing a turn on the strategic map.
- Foreign quarter’s buildings not increasing gold income.
- Incorrect health display for province guards under player’s control after their bribery.
- Units hatched from the eggs of ‘Black Widow’ shown on the victory screen.
- Units immobilized by ‘Slyboots’ ability being able to retreat in close combat.
- Income calculation for the Hippodrome building.
- ‘Roots’ spell bug.
- Catapult and Ballista units can no longer attack other units at close range.
Today we’re releasing a new DLC for Eador called Allied Forces.
As you know, Eador doesn’t exactly lack in the unit department, especially after last month’s update. However, we thought that the benefits of befriending one of the seven races in Eador could be a bit more rewarding.
So there it is, inside you’ll find 14 brand new units (two for each race) with their unique skills and abilities.
Let’s take the gentlemen on this picture as an example:
- Orc Witchdoctor – the witchdoctors can inspire their kin, improving their fighting ability. Moreover, they can harm their enemies with the «Scream of Urugu,» a curious spell never studied by the magicians too preoccupied by loftier matters.
- Dwarf Guardsman – these elite dwarven warriors are armed with long halberds, and wield them with great efficiency despite their short stature. Their ability to strike with blazing speed often surprises their opponents thinking themselves safe behind the cover of their troops.
- Lizardman Turtleback - while untrained and unprepared for regular formation fighting, the lizardmen have invented another way to protect themselves from an attack from behind. The strongest and most resilient among lizardmen become Turtleback warriors, armored with a great tortoise shell on their back, able to deflect almost any attack.
- Elf Ranger - elves who completed their training at the «Maple Branch» school are called rangers. These warriors are skilled at tracking and ambushing, and their training includes not just the mastery of a bow, but outstanding swordsmanship as well, making them able to stand their ground in melee.
Nice, right? You can get the DLC on Steam and (coming soon) GOG for $3,99.
There’s even more good news — along with new content we also release the long-awaited Linux version on Steam. Yes, it’s taken us quite some time but the promise has been kept and hopefully it would have been worth the wait. Please let us know how it plays, Linux folk.
Freezes after spell uses and 0 HP bug should be fixed today (hopefully).
Update notes 1.4.2:
- Added Linux support.
- Added new sounds for a number of units.
- Incorrect pop-up tips for some abilities used in a battle.
- Exploit that let players hiring trolls in their lair after hero’s defeat.
- ‘TODO’ text shown instead of the Scout’s ability name.
- ‘Life Drain’ spell’s function.
- Crystal of Power giving the same quest repeatedly after player refused completing it once before.
- Icons for golem ingots.
- Incorrect HP display for province guards.
- Bug that affected desert trolls lair and mercenary guild.
- Savegames on Windows XP.
- AI units movement being weird during tactical battles.
- Crystal golem no longer has magic immunity.
New update for ‘Caribbean!’ is available now.
Version 0.801 update notes:
New / Changes:
- Improved water display.
- Increased default speed for naval combat.
- Changed balance for the damage done in naval combat.
- Changed balance for firearms (reduced firing range).
- Improved functionality for sails controls.
- Possibility to sell a ship in the repair and ship purchase interface.
- Possibility to join one of the factions or remain independent at the start of the game.
- Amount of the gold earned in battle now depends on the player’s renown.
- Player’s purchases and sales no longer affect the prices of goods in the world.
- Ability to plunder cities without creating your own faction.
- Improved sky reflection in the sea on the strategic map.
- Fixed in-game text in a few places.
- Fixed conditions for the starting quest.
- Balance changes for ships in naval combat.
- Initial entrypoints for boarding locations.
- DirectX 7 option is now blocked in launcher and game settings.
- Player getting random messages about hired soldiers, like ‘Pirates you ordered has been made available”.
- Log errors caused by capturing a city while being in a faction.
- Bug that caused the game to see male characters as female ones.
- Mouse cursor bug appearing in one of the village locations.
- Loot screen is no longer showed if there isn’t any loot after the battle.
- Bug that caused enemy fleet to remain on the strategic map after its defeat.
- Player will now leave his own faction if his last city is captured.
- Repeated request for joining a faction.
- Incorrect Dutch flag.
- Inability to engage enemy in naval battle if there’s few sailors on the ship.
- Player’s starting position during the siege.
- Speed parameter of Cavalry Broadsword.
- Some bugs in boarding locations.
- Hiring of continental soldiers.
A small note: after this update please only complete the starting quest if you’re neutral. In any other cases you may stumble upon some nasty problems.Leave comment
This past week has been very busy and intense for our studio. We released a free DLC for our turn-based strategy game, ‘Eador’ and launched ‘Caribbean!’ onto Early Access. But that didn’t stop us from reading through all the feedback on our pirate RPG. A ton of questions were asked, but as it’s difficult to answer to each and every one, we decided to lay our thoughts and plans in this one post.
The main question — “Why would I pay for a mod that’s not even complete?”. The answer is obvious, because ‘Caribbean!’ is not a mod. Just the scope of code work that went into the engine changes we requested has been tremendous.
You can look at screenshots of Crusader Kings 2 and say it’s merely a mod of Europa Universalis 4. Both games do share a lot in common — provinces, map, menus. But they remain very different projects, and their audiences aren’t necessarily the same. In the case of our Caribbean project we rely on M&B Warband’s engine but at the same time build a game that’s going to be very different. We don’t want to simply change the character models, we want to create another system for this game’s world.
As many of you noticed, earning gold in the game is currently not very fun. Honestly, we intentionally simplified the game’s economy to this ‘bare bones’ state. A new production system and new trading system are our main development goals for the upcoming month. You probably remember the old city-building strategy games. A lumberjack goes to the forest, chops trees, and brings wood to the storage. Then a carpenter takes it from there, makes a chair and so on. Goods are physically produced and moved around the game world. In our case, we have a game in the era of plantations, West-Indian campaigns and the origins of capitalism. So the medieval economic system of attacking enemy troops, looting 40 pairs of boots and then selling them in the nearest town doesn’t really suit us. We won’t go into detail at the moment until we have working code for this part of the game, but the plans for economy are very ambitious.
Another important part is monotonous naval battles. This is a very difficult aspect of the game and community feedback on this would be very much appreciated. The current implementation of naval battles is a compromise between simple arcade fun and something more realistic. We tried experimenting with turbo-ships at the beginning, but thought it contrasted way too much with the rest of the game. We also have a few ideas for adding strategic elements, to let players interact with his fleet. However, we don’t want to overdo it and turn the game to a simulation of Horace Nelson’s workday. If you have any ideas on this yourself, please don’t hesitate to share them with us.
Speaking of the boarding; as we mentioned in the devblog video, current boarding locations are more like placeholders and are not final. They will be replaced with new models, updated with quality textures and those sudden deaths from a random bullet in the first second of a fight will be dealt with as well. Pre-battle troop management for boarding fights has also crossed our minds.
Lastly, ‘walking around the towns’ and land locations. To be honest, we can’t really provide the content to a proper standard in this regard at the moment. This aspect needs some financial help, and that is one of the Early Access stage’s goals. We want to complete the game the way we see it.
We haven’t addressed many of the other matters — like multiplayer, interaction with native Americans, a meta-goal system and so on. These would need their own separate posts. For now we’d like to note that Warband’s engine allows us to create the best conditions for roleplaying — a chance to be a hero that changes the game’s world, not just a set of attack and defense attributes. We hope ‘Caribbean!’ will become a fine example of that.Leave comment
Our studio will never forget the release of Eador. It was a complete chaotic mess in the best of Russian traditions.
Emergency patching helped the game to stay alive but it wasn’t us who truly saved Eador. First and foremost the game survived thanks to the players, their patience, critique and understanding of the situation.
This is why we decided to celebrate the one year anniversary of Eador. MotBW with a free content update humbly named ‘Sacred Gift’.
The DLC adds the long awaited shard multiplayer — now you can challenge your friend over the shard’s reign, against each other only or with AI Masters.
Besides, we’ve added a set of 17 new units:
- Ice Demon
- Black Widow
- Fire Giant
- White Wizard
- Black Wizard
- Fire Dragon
- Cursed Dragon
- Storm Dragon
- Tainted Unicorn
- Dark Treant
- Desert Troll
- Clay Golem
- Crystal Golem
- Obsidian Golem
- Crystal Gargoyle
- Obsidian Gargoyle
These units are based on the old ones but with new abilities. For example, Black widow can lay eggs in dead bodies of fallen enemies, letting it create new spiders; and Succubus gains a ‘Mental slave’ spell at level 10.
Looking back at our experience, it’s quite risky to state that the game is completely bug free. But we hope that today’s Eador can be considered beatable, playable and stable.
Thanks for being with us this year!
- Fixed a bug that caused units with 0 hp to remain on the tactical map.
- Fixed a bug that affected thief guild, desert trolls lair, mercenary guild and other sites.
- ‘Black widow’ units now can only lay its eggs in heroes and mortal units, as it’s supposed to.
Full changelist for version 1.4.0:
- Multiplayer shard battle (via Internet) — 2 players + AI.
- Multiplayer battle on a tactical map (via Internet).
- 17 new units.
- 2 new sites.
- 7 new spells.
- A lot of new abilities and upgrades for the new units.
- New types of province guards.
- Generation of random settings for a new shard for custom shard battle.
- Province tooltip now shows active rituals.
- More cases causing Invalid Pointer Operation.
- Bug that caused enemy army’s freeze in a province after being captured by the player.
- Bug that caused order for province exploration to be canceled after speaking with traveling trader of rarities.
- Bug that caused difficulty change in config.exe.
- Length limitation for player’s name.
- Heroes can’t attack enemy castle anymore if it’s already besieged by another of the player’s heroes.
- Bug that caused mirroring the army upon province attack.