Corsairs GPC how to quickly pump. Corsairs To each his own Character characteristics Personal skills

TWELVE YEARS AND THE GUNPOWDER IS STILL
Before starting a conversation, I want to complain about a dilemma: is it a mod for " Corsairs GPK", or a game? Accordingly, the answer to the question should build a conversation about the subject. Formally, however, this is an independent game, sold separately, does not require any other versions to be installed. There is a high probability that, in addition to the old sea wolves, fans of all the Corsairs, they will take up the passage and greenhorns ... Sorry, of course, recruits are meant. For those or for others, the description of the game should be its own. Perhaps we will focus on the latter.
You should start with the fact that "Corsairs" is already a brand, it is one of the most-most domestic series of games, dating back to 2000. The developers of the first, second, third (or rather, add-ons to the third) could rightfully be proud of their product, which has no equal in “pirate toys”. We emphasize the past form of tense, since in fact last change engine, graphics refers to 2007. And since then, any Corsairs (mods, add-ons) - from this point of view, these are all the same "Corsairs of the GPC".
But since the fourth Corsairs are not visible even on the horizon, we have to be content with what we have. And there are not so many. Most mods only add "features". But if all the quest, storylines are trodden up and down, the "features" will no longer "save the father of Russian democracy" and indeed no one at all. There are not so many mods with a well-developed new plot. Therefore, the output of each is an event. Especially a product positioned as a game. That is, you do not have to suffer with the installation, with the selection of the correct version. If there are bugs, then conscientious developers will be able to catch them.
Thus, the release in December 2012 of the game "Corsairs: To Each His Own" from, generally speaking, the well-established team "Black Mark Studio" in the circles of fans made a lively stir, and at the same time pulled a certain number of recruits into the team of brave fans of the Corsair series. The game, by the way, from a technical point of view, went to "excellent", distributed through Steam. Well, what is it, in our opinion, in terms of play, we will now try to state.

BROTHER FOR BROTHER
First of all, players are waiting for completely new adventures, that is, a quest line. The plot is based on the fate of two French brothers, one of whom got into an unpleasant story in the Caribbean, but the second (namely you) will have to help him out. The brother thundered into the prison of the Knights of Malta, owing them a million. Accordingly, the player will have to return this million. By the way, finally a good justification for the accumulation of money in the game. And then you usually save them, save them, but why?
The first sequence of quests simultaneously serves as a training stage. You will have to start without a ship, but strictly adhering to the line of tasks. Although already at this stage, cunning players immediately found loopholes. See for yourself. the first step upon arrival in the Caribbean is a visit to the governor. However, there your character will be arrested, all meager property (money, jewelry, sword) will be taken away and put in jail. Then, of course, they will release them, but they will not return the little things - corruption on the ground. You have to start literally from scratch. Some skewer can be obtained from the governor. But it's still a pity. And here it is - a loophole. Before the first visit to the governor, go outside the city, find a cave, there is a chest in it, put your things in the chest, and then pick them up. Not fair? Well, that's why we're pirates!
Next, you need to complete a series of quests that will give the initial capital, ship, crew and equipment. Tasks can (and should!) be obtained from the owners of city establishments - a store, a tavern, a usurer's office, a shipyard, a port authority, a church, a brothel, a prison. There may be more than there are quests listed, but the list will give beginners an idea of ​​the city's establishments. Assignments are also given to passers-by on the street. So feel free to talk to people, carefully click on the answer options - suddenly, yes, a non-standard one will come across.
In general, the dialogues in this game should be read carefully. And even remembering (writing down) some information. It is not written in the game magazine, but further down the line it will be needed. Developers, you see, are against “rendering”. As for me, they are frankly overdoing it here. In the end, the main point of the Corsairs is by no means memorizing passwords or the names of ships, but in saber fights, boarding fights and naval battles in which you can perfectly do without a pen and paper.
An additional annoying "anti-casual" moment - the authors at the beginning of the game block the teleport in some places - swim or run yourself. And worse than that, they link individual episodes of the quest to points in time that are far apart from each other without the ability to move instantly or in a strategic mode. You have to turn on the maximum acceleration, pick up a book and read, waiting for the right time. Fans of walking to the refrigerator may well have time and have a bite to eat. Veterans may be delighted with this, but such realism unnecessarily annoys me rather.
It should also be warned that this particular version, according to the reviews of many who have already played, is noticeably more difficult to pass. Some quest battles are impossible to complete right off the bat even for experienced players. Hence the important conclusion: getting involved in the main storyline with an unpumped character is highly discouraged. At the very least, but the tenth level is necessary to have. Yes, a third-class ship. And for this, you will have to swim and walk for some time as a free corsair.



The second most important officer (and from some point on, the first) is the navigator. It raises the "Navigation" parameter, which determines, among other things, the class of the ship available to the character for control without penalty. Is it necessary to say what more ship, the more guns he has and the space in the hold for treasures? For a very long time I did not come across a decent navigator in taverns. I had to board a pirate ship of a larger class. But not just for boarding, but to shoot the whole (I emphasize - the whole) team with buckshot so that when I went to board the pirate captain surrendered. I recruited him as my navigator.
Here, by the way, I had to apply one trick, otherwise I would not have been able to do anything with my fifth-class ship and with the minuses in the characteristics. The trick is to bring the enemy squadron under the guns of your fort or fleet. In "Corsairs: To Each His Own" the enemy is cunning and so simply does not climb under the guns of the fort, immediately running away if you are on tactical map managed to escape under their cover. You need to lure him on a strategic map. How? Very simple. As soon as the grappling hook icon pops up on the strategic map when approaching a pirate squadron, activate it. The distance is still large and the item "Sail further" is active in the selection window. Click. After that, the bad, unfinished game mechanics gives us the opportunity to calmly go side by side with a pirate ship without a fight, but with "boarding hooks". He is like a lamb after a sheep running after us. We bring it under the fort and go into tactical mode. Everything, voila - the fort shoots the most healthy ships. The main thing here is not to yawn, to have time to take them on board. Not fair? Well, that's why we're pirates!
At the end of this part, it is necessary to say about abilities. After collecting a certain number of points (given for pumping any parameter), the possibility of activating useful abilities opens up. They are also divided into personal and ship. Personal ones again increase the level of weapon proficiency, shooting, energy, health, stamina, and so on. Ships increase damage from your fire to the enemy, increase trading abilities and much more. In what order to activate them (note that you never activate everything - you won’t have enough points) is a matter of taste. In ships I prefer to move from the effectiveness of artillery fire, in personal from the increase in energy during the battle (even neglecting protection).
Increase positive effect and various amulets that the character can hang on himself. They can be bought from merchants on the streets, from wandering Indians in the jungle, found on the corpse of a killed enemy, received as a thank you for a completed task.


PIRATES OF THE CARIBBEAN
It remains to outline the background against which the pirate adventures unfold. Surprisingly, the real Caribbean with real islands and the coast of Maine did not appear in one of the previous games in the series, but in the fashion for the second Corsairs. And since then, it has been firmly registered in the line. There was no reason to abandon the tradition even now. Although it is necessary to warn veterans accustomed to the GPC map: the political affiliation of the islands has changed slightly. Look, don't turn your back on Trinidad - it's a Spanish colony. What used to be the island of Nevis with Charlestown migrated to France.
On this map you have to swim. However, you can’t immediately say where you will have to spend more time - at sea or on land. The fact that you will have to enter the ports to replenish supplies or sell the loot is obvious. But this connection with the firmament of the earth is not limited. The noble corsair wears more than one pair of boots, running through the streets of cities or through the jungle. What for? For many.
First, in search of generated quests. A merchant sitting at a tavern table will ask you to escort his ship back and forth. A girl pursued in the jungle by a trio of bandits will ask for help. True, they do not always turn out to be bandits, and the girl is not always so defenseless. But sometimes, as a reward, you can get ... um, however, you still can’t see anything there, only sighs and groans. The seller in the store will ask you to take the goods to another island. Governors generally have a whole bunch of tasks.
Secondly, as already noted above, you need to wander in search of adventure on your saber in order to pump it, or look for treasures. Thirdly, the concept of "Alchemy" was introduced into the game, which is not always actually alchemy. This is the creation of complex aggregates or objects from derivatives of simpler ingredients. The simplest version of alchemy is the creation of a paper cartridge from gunpowder and a bullet. Then any self-respecting navigator should acquire a chronometer, compass. The components for them must be sought.
In general, we must admit that the game played with new colors. Although all the same, in general terms and principles, these are the “Corsairs of the GPK” with a very advanced mod. The developers, it seems, have already squeezed everything they can out of the engine. Any breakthrough in the genre is possible only with a completely new approach.

  • What is S.P.E.C.I.A.L.? S.P.E.C.I.A.L is an RPG system that allows the player to create a unique GG with the desired characteristics. The abbreviation S.P.E.C.I.A.L is made up of the first letters of the names of seven characteristics inherent in any character in the game. Here are the specs:
    • strength. Brute physical strength. Needed in order to hit hard, throw far and drag a lot. Affects carry weight and hit points. Defining characteristic for skills that require a lot of physical effort, especially heavy and medium weapons, weapon skills.
    • perception. Perception. The ability to see and hear. Without a good eye, the cannon balls are unlikely to fly towards the enemy. Accuracy and stealth have a particularly strong effect on skills.
    • Endurance. Endurance. It is extremely necessary for the survival of people of a heavy pirate profession. No less necessary and their potential customers. Repair and defense are most affected by this stat, as well as hit points gain and carry weight.
    • Charisma Charm. The result of a combination of a courageous wounded physiognomy and a well-suspended tongue. A charming character does not need to use force to take possession of the goods of a successful merchant - he will give it himself. The best people will follow him, and the most beautiful women will wait in every port. Charisma is a necessary attribute for such skills as prestige and commerce. Affects the number of joining officers.
    • Intellect. Intelligence. Knowledge, wisdom and the ability to make decisions quickly. For a smart character, it will not be difficult to quickly reload weapons or reset prices in the store. Handling navigational devices also requires intelligence. Affects commerce, guns, navigation.
    • Agility. Agility. Coordination of movements and agility of hands. An awkward person will have a saber stuck in its scabbard, and a grappling hook will catch on the pants of its owner. Required for skills such as light and medium weapons, pistols, boarding. Affects the number of bounces in combat.
    • Luck. What can you say about luck? We are gentlemen if there is luck, and without luck there are no gentlemen. Helps where everything else is useless. The bullet will fly past, and the enemy will pass nearby and not notice. Affects the skills of pistols, luck, stealth.
    Before the beginning new game the player has the opportunity to redistribute the values ​​of characteristics at will and based on the style of play. It should be remembered that skills cannot be redistributed arbitrarily, because. S.P.E.C.I.A.L. system has certain limitations. For example, you cannot set the value of any characteristic less than 3 and more than 10. The sum of all the values ​​​​of the characteristics must be equal to 40 (the exception is the GG of the "secret agent" type, which has two additional points in the characteristics). In addition, there are restrictions on the distribution of S.P.E.C.I.A.L. for different types of GG. For example, a secret agent cannot have a value of any of the characteristics greater than 8. Below is a list of "default" characteristic values ​​​​for different types of GG and restrictions on changing them:
    • Corsair(S=7, P=6, E=6, C=3, I=5, A=8, L=5). Min. Agility (A) = 7, Max. Charm (C) = 5.
    • Dealer(S=4, P=9, E=5, C=6, I=9, A=3, L=4). Min. Intelligence (I) = 5, Max. Strength (S) = 7.
    • Master(S=8, P=5, E=7, C=5, I=7, A=4, L=4). Min. Strength (S) = 5, Max. Perception (P) = 8.
    • Inquisitor(S=6, P=4, E=5, C=8, I=6, A=6, L=5). Min. Charm (C) = 6, Max. Intelligence (I) = 7.
    • Adventurer(S=5, P=7, E=4, C=4, I=6, A=6, L=8). Min. Luck (L) = 6, Max. Endurance (E) = 8.
    • Secret agent(S=6, P=6, E=6, C=6, I=6, A=6, L=6). Max. the value of any characteristic = 8.
    In addition to characteristics, the character also has 14 skills, 5 of which are personal, and the remaining 9 are ship skills. The starting values ​​of skills and the speed of their pumping depend on the corresponding characteristics (see above). Max value for any skill = 100.
    IMPORTANT! Throughout the game, the characteristics of the GG remain unchanged, how he was born - and so he will die. It is impossible to pump or redistribute characteristics during the game. So distribute immediately and wisely.
  • How to download fencing? Fight, fight and fight again! Weapons in the game are now clearly divided into 3 classes - light (daggers, rapiers), medium (sabers, checkers) and heavy (axes, broadswords). When the GG is involved in fights, the skill of owning the weapons with which he is armed in this moment. Accordingly, to become a master of the sword, with equal ease owning any weapon, carry several sabers with you, changing them during the game.
  • I'm trying to improve swordsmanship in fights, but opponents heal faster than I hit them... what should I do? Hit more often! Actually, beat all the time, except for blocking an oncoming strike. Don't stand in the block! Only put a block at the moment when the enemy starts to swing. If there is not enough reaction - use time dilation (key "-"; "+", respectively, accelerates back). The perks "Cirass" (if you have the cuirass itself) and "Professional Swordsman" are very helpful.
  • I had a little fight with the skeletons in the cave and my skills dropped to -10! But this is the effect of one of the latest innovations - health! If it fell below excellent, the GG begins to receive maluses in characteristics, and those, in turn, give minuses in skills: fencing and authority. Health is restored by itself, rather slowly, but still. The fastest is when the GG is not doing anything (sleeping in a tavern), twice as slow while sailing on a ship. The "Medicine" perk doubles your health regeneration. The golden background of the health indicator indicates that health has been restored to the maximum. However, the maximum health can also decrease when receiving serious damage (scars and injuries, which, even after complete healing, make themselves felt in battle). Priests in churches can restore maximum health, but infrequently, not by much, and for a lot of money. Sometimes it takes 2-3 priests to visit for "good golden" health to become "good white" - and still after that you have to wait until the health itself is restored to "excellent golden".
  • I haven’t fought anyone for a long time, but I still have minuses in all characteristics ... This means that the GG owns a ship that he does not have enough Navigation skill to control. List of navigation requirements for ships different classes see below.
  • Where can you find teachers in the archipelago? Travelers in the jungle, buyers in shops and shipyards, parishioners in the church - can be teachers (just passers-by on the streets - no). The probability of this is small - all sorts of advisers, beggars, traveling merchants and the like are much more common. A teacher for a solid reward can improve one of your skills. You are most likely to meet a teacher in places where there are many people, for example, in the church of San Juan.
  • How to download navigation in battles?
    • Shoot or sink ships with a ram.
    • Take on board ships.
    • Storm forts (cannons and accuracy also develop well).
  • How to download navigation in storms? It makes no sense to actively download navigation in storms if you don’t have your own island - on a small ship it takes a very long time, on a large one it costs a pretty penny to repair the ship (especially on a thunderstorm of the seas and the impossible - where quick repair does not work). In general, the tactics are as follows: 1. We hire a skipper with navigation of at least 70, get a more or less serious ship like a pinnace, save up money and rebuild the Cayman or Turks. Option - we capture the colony (for extreme and freebie players). We put our governor - now you can repair for free. 2. We capture a bigger ship, best of all - manowar (the speed of pumping directly depends either on the ship's hitiness, or on the max. team). 3. We spin around the island, looking for a storm, ignoring enemies (the "experienced sailor" perk helps a lot). We hang out in a storm, trying to keep either strictly with the wind or against the wind - it gives a greater increase in navigation (the higher the difficulty level, the more difficult it is to do this). When the ship's hit points approach 10%, we sail to the port, to the governor and repair. Repeat until nav=100. In the same way, the navigation of mercenary captains swings (you just need to make sure that they do not drown in the process).
  • How much navigation is needed for ships of one class or another?
    • 6th grade: 1-24
    • 5th grade: 25-39
    • 4th grade: 40-64
    • 3rd grade: 65-79
    • 2nd grade: 80-94
    • 1st grade: 95-100
  • How to download trade? Trade grows as large quantities of goods are sold and bought. Also grows when buying / selling personal items. With smuggling, trade does not grow.
  • How to download authority? Perform any operation that requires the command of people - from some quests to the capture of the colony.
  • How to download stealth? Stealth swings during the sale of contraband. In addition, stealth swings if you managed to pass yourself off as another, for example, when meeting with OZK or OZG on land. Similarly, if the GG was not recognized when meeting at sea when he was flying under a false flag, this also increases the Stealth skill.
  • How to download repair?
    • We put "repair" perks and do not forget to always carry boards and canvas with us.
    • Upon arrival at the shipyard, we make repairs to the ships - repairs are growing (only for the one who is the captain of the ship, so it makes sense, when visiting the shipyard, to change ships under the command of a Persian to develop a useful function for him). The repair grows in proportion to the repaired hit points of the ship: you can repair everything at once, you can do it little by little - the total increase will not change.
  • How to download luck? The following actions increase the luck of the GG:
    • Dry fights. Luck increases with each successful hit or shot.
    • Sea battles. Luck increases with each accurate hit on the enemy.
    • And, of course, gambling. Each GG win will increase the Luck skill.
  • What is reputation and what is it used for? The reputation of the GG is a kind of "thermometer" showing the degree of fame of the GG in the archipelago, as well as what kind of fame goes about him. It can be low (negative) or high (positive). Reputation changes depending on what kind of actions the GG performs. If the GG does good deeds, the reputation grows, otherwise it falls. Reputation changes gradually. The entire scale of turnip values ​​​​is divided into 9 degrees (in ascending order): "Thunderstorm of the seas", "Bloody killer", "Scoundrel", "Swindler", "Ordinary sailor", "Honest captain", "Defender of the oppressed", "Noble knight" ", "Hero". It is important to understand that the value of reputation within the same group can be different. For example, if the GG has a reputation of "Ordinary Sailor", then it can be either positive (closer to "Honest Captain") or negative (closer to "Scammer").
  • How to increase reputation? (not to be confused with authority!)
    • Fulfill orders of shop owners for cargo transportation.
    • Carry out escort of merchants and delivery of passengers.
    • Complete quests ("Saving Toff's Daughter", "Helping the Church", "Strange Things...", ...).
    • Release captured captains without ransom (captains - in the hold: go down there with the "hold" icon and talk when the ship is in the coastal waters of the island).
    • Rescue girls in the jungle from rapists.
    • Donate money to the church and complete the tasks of the priest for the repose of evil spirits.
    • Give alms to the poor.
    Remember that reputation rises (and falls) gradually, and the corresponding text does not change immediately. Also, the higher the reputation, the more difficult it is to raise it further.
  • How to lower reputation?
    • Do smuggling.
    • Complete quests for the pirates.
    • To let the captured captains on the board on the high seas or take them into slavery.
    • Refuse to help the girls in the jungle.
    • Blaspheme in church.
    • Rob trading caravans.
    • Kill civilians and in general - to administer all sorts of indecency ...
  • How to lower the bounty?
    • In case of enmity with the nation that appointed the reward, buy it from the diplomat. The cost depends on the reputation (the hero pays the least). If the reward is more than 99000, this method does not work.
    • Encountering bounty hunters (BOGs) on the ground sometimes reduces the reward, regardless of its outcome (bribery, bluff or fight).
    • Surrender to the OZGs and buy off the head of the prison - significantly reduces the reward.
    • Helping mayors (especially during sieges) also reduces rewards.
    • If the reward is very large, and no other methods work, you can break through the guards directly to the mayor, and try to remove the reward with a bribe (about triple the amount). It does not always work out - if you run into an incorruptible mayor, they can be taken to the fort and shot!
    Even having removed the NZG completely, you can meet the OZG at sea: he has already been given a command, and he does not know that the award has been withdrawn.
  • What do the "Change the Flag" perks give? Great for saving money and time. Allows you to pretend to be a citizen of any power and enter any port without resorting to the services of a diplomat. There are five different flags in the game (4 flags of nations according to the number of powers and the flag of the Coastal Brotherhood). In order to be able to raise one or another flag, you need to open the corresponding ship perk from the GG. For example, if the GG has the Flag of England and Flag of Spain perks open, then you can raise any of them, but you won’t be able to raise, for example, the French flag, unless, of course, you have a French patent. For the duration of its validity, the patent is equal to the perk of the flag of the corresponding nation. In order to change the flag, you need to go "F2 -> Attitude to nations-> Change flag". If the flag does not change and a thud is heard, it means that it is too late to change: you have already been noticed by nearby enemy ships or a fort. In order not to have problems of this kind, develop the habit of going out to the sea near the island FAR from the fort - you can change the flag at a great distance, even if there are hostile ships in the sea.
    Important! The work of the "Change the Flag" perks is closely related to the "GG Recognition" mod. Be prepared for the fact that if you change the flag - when meeting with other ships at sea, this military trick can be revealed. In this case, you will have to fight, and sometimes even with friends... The probability of recognition depends in direct proportion to the number and class of ships in the GG squadron and inversely to the Stealth skill. The only flag that will not be recognized is the black flag. If the GG changed the flag to black, he will be attacked immediately.
    Important! Restriction on the use of the "Change the Flag" perks: you cannot raise the flag of the nation that has set more than 50,000 piastres for your head.
  • How to turn on "Musket salvo"? It works automatically - during boarding it is even written in the upper left corner "so many killed in one gulp". Losses from a musket salvo can be up to 25% of the fired team, but not more than the number of shooters. Therefore, if you are trying to board a manowar as a lugger, then the losses of the manowar crew from your musket salvo will be no more than the number of sailors with whom you are boarding. At the same time, no more than a quarter of your team will be killed by a return musket salvo from the manowar.
  • How does the "Experience Exchange" perk work? Do I lose experience because my officers get it instead of me? Main character gets the same amount of exp as without the perk; but the officers begin to additionally receive their percentage of the GG exp. The reverse is not true. The GG does not receive additional exp from an officer if he has this perk. In addition to all of the above, the "Experience Exchange" perk allows you to exchange items with officers during boarding.
  • What is the meaning of the "Inspiring Trust" perk? All the same, you can only look at smuggled goods, but you can’t sell them! The point is to be able to buy some contraband goods (at a huge contraband price, of course), if you really need it - slaves, for example, or food. It also makes sense to see the amount of goods the seller has: the more goods, the lower the purchase prices. But you can’t take large consignments of contraband to the store: it’s too noticeable. The goods are accepted by "dealers" in bays (smugglers and a trader - one shop, and, accordingly, one warehouse). In addition, if the GG has this perk open, then employers will turn a blind eye to his reputation and give tasks, and the architect will agree to build a colony for the GG with a negative reputation.
  • I heard that different perks and features are disabled at different difficulty levels - where can I see the list?
    • On Sailor difficulty, there is a time slowdown to 0, you can stand in the block as much as you like, and the number of GG ostoks in battle is unlimited.
    • On Sailor difficulty, there is a cheat perk "boarding by choice".
    • On Sailor difficulty, the health mod does not work (there are no minuses in skills and characteristics).
    • On the difficulty of the Sailor, the command "sail to" a hostile city works.
    • On the first two difficulties, the new navigation (cutting maneuverability at low speed) does not work for the GG.
    • On the first two difficulties, the minimum team of companions, the overload of the team and the hold for going to sea are not taken into account.
    • On the first two difficulties, opponents and officers do not drink medicines in battle.
    • On Impossible difficulty, the Quick Fix perk is disabled.
  • The level increased, but the perk did not appear. This is fine. New level give for increasing skills (any) by a certain number of points in total, and a new perk - for increasing skills from one group. If the skills have increased in different groups (pistols + navigation, for example) - the level of the GG rises, and the perk will be given after the missing points in a particular group of skills are accumulated. The number of points required to level up / get a perk depends on the intelligence of the GG. You can see the number of points remaining before leveling up under the portrait of the GG if you click on the character's name. To see the number of points remaining before receiving the perk, you need to select the icon of personal or ship perks, respectively. IMPORTANT! If the GG has low intelligence, then you will not be able to open all personal perks. All ship perks cannot be opened even at the highest (10) level of intelligence of the GG. In addition, the maximum achievable level of GG in the game also depends on intelligence.

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General discussion and walkthrough questions
The older one was smart. The youngest son and so, and so. Basically, he was an idiot.


Ahoy, brave sailors and adventurous adventurers! Welcome to our little tavern at the end of the world! Grab yourself a pint of selected rum and make yourself comfortable. We have a long and pleasant evening in the company of port women, gambling, as well as incredible stories about the adventures that await us, ordinary corsairs, on the way to legendary treasures! Do not skimp on words! Share your experience with green cabin boys who have not yet smelled the smell of sweat and gunpowder! Those who have not yet known the joy of a fresh sea breeze after a long calm! Help me choose a ship to make world travel or tell me a couple of tricks that will help a young corsair become sea ​​legend. Relax, have fun, and remember: after all, the parrot is alive!


Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.
Compared to other parts, the player is very tied to the time. He has almost no time left to engage in piracy, trade and side quests for his own pleasure. The success of completing tasks for a while depends on banal luck with a fair wind, plus there is a bug when using the "sail to ..." command takes much less time than sailing to the same point on the world map.
The only thing that pleased in this game is the trade. It really became really earn money.

I recently deleted this game, although I also played for several months, then I abandoned it, I didn’t like the too nerdy leveling of fencing, which, along with other Persian skills, increases very slowly, and therefore personal abilities are earned less often.


But with ship skills it is more difficult. I still use the skills of navigators. Fortunately, quest officers have a high level of skills.

In general, the game is unrealistically difficult. Quest time limits are too steep, opponents are at first crazy (only with the help of forts he could gouge), and from the very first minutes of going to the open sea at the beginning of the game you immediately meet with entire squadrons of the enemy. Natural tin. Moreover, I am infuriated by the impossibility at the beginning of the game (until you pump the skill of raising flags or a patent West India Company you can't buy) to complete missions to deliver some passengers and ships to the Spanish coast. And almost all the characters met at first (at least in my case) ask exclusively for the Spanish colonies. But the story dragged on. The plot is good, compared to the old parts.

Plus, the developers went too far with the quests during which the GG loses his ship. You have to replay, wave the game, leaving the main ship laid up in the port, and for the task to sail on some kind of tartan or lugger.

Yes, I don't like it either. I know that in the course of the game this should be. In the same Kaleuche, in my opinion, everything is based on this. But haven't met yet. I don’t know yet whether every Luger officer will have to buy in order to keep them. For from the passage I saw that only one of them survives. I mean Mary or Rumba, depending on who you take. And yes, it's a pity that both can not be taken.

I liked the game, especially the story. He is beyond praise. So many variations of the passage, literally everything is thought out to the smallest detail. The writers really did a great job, especially when, through dialogue alone, they awarded all the NPCs with a real, lively character. I think even Stanislavsky would not have found something to complain about.
Bright, dynamic battles that even at the end of the game make you tense up and sweat. Although a beginner (like me, for example, who had only played the first Corsairs before), the game will seem too complicated even on easy level. However, you can adapt, you just need to devote more time to the passage.
However, it was not without its downsides. The Storm engine is cunning and merciless, always starting to fail at the most crucial moment. Although, oddly enough, I had crashes less often than the rest.

Personal skills are pumped quickly enough. Fencing in general can be pumped over by stupidly making your way overland to the Spanish fort (as long as the noble hidalgos treat the character no better than a piece of impartial) and cutting down everything and everyone on the way. A couple of real time clocks and you're already at a hundred. It is better not to go to pirates with such things.

On older versions, I remember, this was really possible. In the latest version, they cut off such a freebie. Skills are pumped, but extremely slowly, only on assignments experience drips.

In fact, there is an opportunity to take both, though not forever, and even then with restrictions.

There is nothing difficult, just replay the entire Pirate Saga.

Spoiler

in order to take Mary on the second visit to the OS, it is necessary to make sure that the prophecy of the gypsy woman, which Helen tells about, does not come true. That is, it is necessary either not to return the chest with doubloons, or to name Helen by the name of her adoptive father, MacArthur, and not Sharpe. In this case, Mary agrees to board the ship and both girls will travel with the GG on the ship until the end of the Saga. Ellen leaves at the end. Naturally, you won't be able to choose between the two, only Mary.

Personally, for me, the positive in this part is much more than the negative. In every aspect of the game, the work of developers is visible, which cannot be said about many AAA projects that are driven by commerce, not the idea. The only thing to criticize is the engine, which, unfortunately, is not always able to function normally on XP + systems.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.


That's it, that there is very little time for a free game, except perhaps only at the stage of collecting a million pesos (if collecting these pesos is not through a quest " dutch gambit", but through trade and piracy).

That's right, there is very little time for free play, except perhaps only at the stage of collecting a million pesos (if you collect these pesos not through the Dutch Gambit quest, but through trade and piracy).

Three months to collect one million pesos is a convention that can be violated several times. Likewise, after passing Pirate Saga you can freeplay at least ten game years, which will not affect the plot in any way. How much more free?
If, for example, we take the standard system from the GPC, where the GG immediately after the respawn is engaged in a free game - of course, there are differences, but not as critical as they seem at first glance.

Yeah. It's not viable at all, to be honest. Like a zombie. It seems to be moving, but who the hell knows when something will fall off of it.

The speed of fencing pumping depends directly on the style of the game. It is logical to assume that if the GG is constantly at sea, sea skills will swing. As for me, duck this system is quite understandable and playable. I would like to add that skills at the time of completing the quest, whether it be generator / plot / side, swing faster.

The system not only has the right to life. So she's totally awesome! She is logical and consistent. Just by doing what you are supposed to do, you increase the skill. Truth in Lately I prefer the help of gypsies. Because some skills I still don’t understand how they are pumped. For example, the same secrecy. And for some quests, this stealth is a necessary skill.

Compared to other parts, story quests have appeared that require completion by time, but this does not mean that you cannot choose the right moment for free play in between these quests

Can. But it's very hard to be honest. And the plot doesn't let go.

That's right, fencing used to swing beautifully during boarding battles with captains and the enemy team, but now for this you need to generate save/load quests for duels in cities and hunt local bandits, and fencing is barely growing.

Here fencing improves faster than other skills. Moreover, local bandits are not so rare to come across. Yes, and I often try to board an enemy ship by boarding than to flood it. Well, during secret visits to the Spanish colonies, I simply cannot resist going inside the settlement and knocking out a couple of noble conquistadors. As a result, my swordsmanship and shooting skills are fully pumped. But with the rest, everything is less rosy. Some have not even grown to 50%.

Lord. As a fan of the series with a 7-year-old (already now it became scary) experience, I read your posts with interest.
Let me first say a few words about how this game came into existence. There was (however, it still exists) such a team of enthusiastic players, Black Mark Studio, which made a global modification to the "City Lost ships"(the previous game in the series) - mod-pack 1.3.2 Adventure Tales. In parallel with the modification, they made a fan-made addition to the game - in fact, "To each his own". Some ideas of the addon (for example, generated quests) were tested on the mod-pack. In the addon there were to be three main characters (Charles de Maur, William Paterson, Diego Montoya) with three storylines connected to each other. When Akella, as the copyright holder of the series, saw what the result was, she decided to publish this project as a separate game. This is how "Corsairs: To each his own" appeared. In the first version of the game, there is a story only for Charles de Maur, since there was no time to finalize the other two. Actually, the entire corsair community is waiting for the remaining two GGs and their lines to be added to the game. So far, the developers have released two relatively small DLS ("Kaleuche" and "Last Lesson"), the third is on the way - "Under the Black Flag".

Here's the thing. The previous game in the series, "City of the Lost Ships", was focused mainly on freeplay. Actually, the players froze enough. The developers of the KKS decided to shift the focus to the plot component. At the same time, freeplay as such has not gone anywhere - between story quests, you can have fun as the player wants.

Well, this game feature was known again in the GIC

But this surprised. It is believed that in the KKS freeplay, the emphasis is on piracy and generated quests. Trading has become more difficult than in the GPC.

In one of the updates, pumping on the soldiers in the fort was cut. Specially, in the framework of the fight against the dull-witted. As the developers explained, the leveling of the hero goes well in the course of side and generated quests - and this reveals the game more fully than the endless massacre for the sake of skill points.

In fact, the main character objectively does not need most of the ship's skills and abilities, because they are covered by hired officers (the key positions are navigator, gunner and boatswain). You definitely need the ability to raise foreign flags (allows you to penetrate into enemy cities), it is worth pumping the branch of navigational abilities - its final perk allows you to ignore unnecessary skirmishes on the global map.

What pleases - the plot of the KKS is organically intertwined with the plots of, perhaps, all previous games in the series. From the second, third and GIC - for sure.

When it's pirates drowned ships? It's not profitable

It's strange why. At the expense of unique goods, rich capital is earned by trade in an elementary way. I'm talking specifically about free trade by the player, and not about quests from shopkeepers. We take goods where they are exported and sell where they are considered unique. And if there is still an officer with a pumped trade, then in general everything is super. Trade is complicated by the fact that there are many diplomatic barriers in the game.
After the delivery of one story quest in almost all cases, the following is immediately given. And if we take into account the fact that the completion of the quest is limited by the time frame, then there is simply no time left for freeplay.

Corsairs To each his own Character characteristics Personal skills
Charisma is the ability to persuade and captivate people. affects the outcome game events in situations related to the personal charm of the character or his reputation. Depends on Leadership and Learning (A*0.9+T*0.1)
Rapiers and swords. Ability to handle rapiers, swords and other hand tools, small in size. Depends on Reaction and Perception (R*0.9+1*0.1)
Sabers and swords. The ability to handle sabers and similar curved cutting and piercing weapons that require not only strength, but also a certain skill. Depends on Strength and Reaction (P*0.6+R*0.4)
Broadswords and axes. The ability to handle heavy broadswords, axes and rare swords requires remarkable physical strength. Depends on Strength and Endurance (P*0.9+E*0.1)
Pistols and muskets. Ability to use personal short, long and multi-barrel firearms, Requires dexterity and a certain amount of luck. Depends on Reaction and Luck (R*0.5+S*0.5)
Luck. Fortune. She is luck. Needed everywhere and for everyone! Depends on luck.(S)
Stealth. The ability to slip past enemy guards, evade pursuers in the endless ocean desert, or, like a bolt from the blue, fall on a careless enemy. Depends on Luck and Perception (S*0.5+1*0.5)
Corsairs To each his own Character characteristics Ship skills
Navigation. The ability to navigate a ship through storms and thick fog. Ability to use navigational instruments and manage squadrons. The largest and most formidable ship will fly like a bird, easily obeying the firm hand of an experienced skipper. Depends on Perception and Learning (G0.2+T*0.8). To control a ship of a certain class, the corresponding minimum level of Navigation is required: class 1 requires 95 navigation, class 2 requires 80 navigation, class 3 requires 65 navigation, class 4 requires 45 navigation, class 5 requires 25 navigation, class 6 requires 01 navigation. The lack of the Navigation skill leads to a decrease in all the skills and characteristics of the hero (the so-called "minuses", the appearance of negative penalty points in the characteristics). The penalty value is defined as the difference between the current and required Navigation value, in classes. For example, you have a navigation skill of 50 and personal skills of broadswords and axes of 35, you began to use a ship of the 2nd class, all your skills are reduced by 30 points, now the skill of broadswords and axes is 5 points.
Accuracy. One of the most necessary qualities for those who surf the sea. A real captain will not waste his ammo to scare away all the fish in the area. Every zapp is on target! You can't do without Perception and Luck here (l * 0.8 + S * 0.2)
Guns. Cleverly equip the gun and, while the echoes of the shot have not yet subsided among the bulkheads, ban-equip-direct again, not forgetting to douse the barrel with water in time, cool it ... nothing more - load, pickle, salvo! Depends on Learning and Sipa (T*0.6+P*0.4)
Boarding. As accurately as possible, bring the ship to the enemy side, throw the crampons the first time and fall like an avalanche on the trembling enemy, rush along the decks like a hurricane, etc. take the enemy ship with a well-deserved prize with minimal losses! All this requires considerable skill and experience, but rich production will easily pay off all efforts. Enables Reaction and Learning (R*0.7+T*0.3)
Protection. Day after day, the crew “gets used” to the ship, and now each sailor is worth a dozen newcomers. Protecting your people during the battle, preventing them from dying stupidly and senselessly is the task of a good captain and a clever strategist. Endurance and Leadership are equally important for mobilizing the crew to defend the ship! (E*0.5+A*0.5)
Repair. When cannonballs rain down on a ship in a merciless hail, smash the sides to pieces and turn the sails to tatters, when the tired hull trembles and groans under the blows of the merciless elements, and the wind tears the rigging like threads, Repair becomes the most important of the ship's skills. Endurance is critical, then Perception
(E*0;8+1*0.-2)
Trade. The ability to profitably sell tomorrow what I bought yesterday on occasion. Knowledge of profitable trade routes, business acumen, careful accounting and a strong, capacious hold are always in the hands of an enterprising person. Learning and Leadership decide everything (T*0.8+A*0.2)...
Reputation. Reputation reflects the attitude of society towards the character. The reputation of ordinary characters is unchanged throughout the game: it is believed that their temper has already developed and they are rather monotonous in their behavior. From all the rest of the main character is distinguished by Authority, Fame and Honor. The fame of the hero fades over time, and the actions are erased from the memory of people. The bad is forgotten worse, the good faster. If you do not take any serious actions, then the hero will be perceived by others as an "unknown adventurer". Authority, Fame and Honor distinguish the main character from everyone else game characters. Authority is the assessment of the hero by his environment (primarily by the crews of the ships that are part of the protagonist's squadron). If the Captain's Authority has fallen critically, he is presented with the Black Mark and offered to resign voluntarily or forcibly. If the Authority is high, the crew united around the commander can withstand any test with faith in the future! Fame shows what is the popularity, celebrity, glory of the protagonist. Any doors will open before a famous person, fans are looking for his attention, and opponents tremble at the mere mention of his name! A real hero cannot escape from the nobility of spirit, altruism and high aspirations. From God's commandments and human laws. Honor shows what your hero tends to most often. Honor grows as he saves the world and its inhabitants. Or falls to the most ugly depths, from broken promises, committed violence and villainy. Honor depends on the actions of the character and, in turn, affects how they are perceived by other actors in the game. However, if the hero leads a monotonous and measured way of life, chooses the least risky solutions, travels alone in the desert seas, his Honor and Fame go like sand through his fingers, striving for a neutral and uncomplicated middle. In the game, community memory is short, averaging less than half an in-game year.
Corsairs To each his own Cannons, coolers on your ships


3 pound guns
Deck guns equipped with a turret. They have the greatest mobility and, due to their small size, the smallest force and distance of destruction. They are often equipped with a replaceable breech, allowing for quick reloading. Range - 350, damage - x 1.0, reload - 10 sec.

6 pound guns
Small guns, very popular on courier and merchant ships due to their light weight and ease of maintenance. Range - 450, damage - x 1.5, reload - 19 sec. Weight 6 c.

12 pound guns
The main guns of the small navy, capable of firing at high elevation angles, which significantly increases the effective combat distance. They have high reliability. Range - 550, damage - x 2.0, reload - 31 sec. Weight 11 c.

16 pound guns
Modern guns of the French type. Thanks to their progressive design, they inflict more damage and at a greater distance, compared to ordinary half-cannons, slightly inferior to them in terms of loading time, reliability, and somewhat superior in weight. Range - 600, damage - x 2.5, reload - 40 sec. Weight 16 c.

20 pound guns
Guns of the largest caliber, allowing the use of red-hot cannonballs on a ship, which significantly increases damage to the enemy. However, the length of the barrel leads to a noticeable increase in their weight. Range - 650, damage - x 3.0, reload - 48 sec. Weight 20 c.

24 pound guns
The most balanced guns in terms of the ratio of the main technical indicators. Enjoy well-deserved popularity on military and expeditionary ships. Range - 700, damage - x 4.0, reload - 56 sec. Weight 29 c. pack 1 pc.

32 pound guns
large-caliber heavy guns suitable for bombarding fortifications. Deals devastating damage to the hull. Range - 650, damage - x 5.0, reload - 61 sec. Weight 40 c.

Half culverins
Long-barreled 8-pounder guns on a special machine with a powerful frame and solid wood wheels... They have an increased firing range. Usually used for barrages Range - 700, damage - x 2.0, cooldown - 35 sec. Weight 16 c.

Coolerins
Medium 18 pounder long range guns suitable for use on relatively small vessels. Despite the striking distance of the battle, they are distinguished by their incredible weight and duration of equipment. Range - 850, damage - x 3.0, reload - 52 sec. Weight 32 c.

Ballistic diagram of all guns. To try and compare culverins and 32 pounders in combat, you will see that range is not as important as lethality.