The Caribbean 1.54

Gameplay

Presentation

Welcome to "The Caribbean," a map where players immerse themselves in the world of piracy, treasure hunting, and naval battles.
Set in the treacherous waters of the Caribbean, your player will be plunged into a world of swashbuckling adventure and high-stakes plundering.
Inspired by classic pirate lore and mythology, the map features vibrant tropical islands, hidden coves, and perilous sea routes teeming with danger and opportunity.

Goals and objectives
  • Players take on the role of notorious pirate captains, each commanding their own ship and crew.
  • Amass the greatest fortune by raiding rival ships, plundering islands, and discovering legendary treasures hidden throughout the map
Key Gameplay Elements:
  • Ship Management: Upgrade your vessel, recruit crew members, and customize your arsenal to gain an edge in naval battles.
  • Exploration: Navigate the open seas and explore diverse islands, uncovering hidden caves, buried treasure, and ancient relics.
  • Combat: Engage in intense ship-to-ship battles and outmaneuver rival pirates in strategic encounters.
Customization Options:
  • Tailor your pirate captain's appearance, ship design, and crew composition to reflect your unique playstyle and personality.
  • Challenge friends or foes in thrilling multiplayer skirmishes, alliances, and cooperative raids.
Get on board:

Are you ready to become the most feared pirate captain on the Caribbean ?

Video

The Caribbean - First Video

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The Caribbean - Second Video

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Images



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Support

The map can be played on SD or HD.

Credits

Asssssvi
Fingolfin
ILH
darkdeathknight
loktar
NFWar
8512590215848
PrinceYaser
eubz
supertoinkz
HappyCockroach
Kitabatake
Mechanical Man
inhuman89
GolluM_KoMe
Dentothor
Mike
Aldeia
Sunchips
Pinachet
Ket
Grey Knight
Hueter
Uncle Fester
Tranquil
Illidan(Evil)X
DEAD FiSH
Lord_T
Contents

The Caribbean 1.54 (Map)

Reviews
deepstrasz
Smoke Tobacco says it increases armour by 0. Lol man xD, a crucified zombie in the church? Ability hotkeys could be near each other; it's kind of weird, random and unintuitive to have them w, x, v. Some map terrain parts are really nice while others...

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,182
  1. Smoke Tobacco says it increases armour by 0.
  2. Lol man xD, a crucified zombie in the church?
  3. Ability hotkeys could be near each other; it's kind of weird, random and unintuitive to have them w, x, v.
  4. Some map terrain parts are really nice while others bare (minimum); also seeing the map edges is not nice.
  5. Not sure if possible, but if you can only have one estate, could you sell one to get another you'd want? I know that would be a hassle to save furniture and whatnot.
All, in all a nice multiplayer map. Not sure how balanced it is yet.

Approved.


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Nice, a more modern version of the old pirates maps.
Thanks I really like the ancient pirates of the sea map but it was never updated. I wanted to offer something better.

  1. Smoke Tobacco says it increases armour by 0.
  2. Lol man xD, a crucified zombie in the church?
  3. Ability hotkeys could be near each other; it's kind of weird, random and unintuitive to have them w, x, v.
  4. Some map terrain parts are really nice while others bare (minimum); also seeing the map edges is not nice.
  5. Not sure if possible, but if you can only have one estate, could you sell one to get another you'd want? I know that would be a hassle to save furniture and whatnot.
All, in all a nice multiplayer map. Not sure how balanced it is yet.
1.03 is out:
1. Typo is fixed
2. Well I didnt find any Jesus model yet
3. I fix these in the estate
4. Map edges are now covered
5. It's a bit annoying to code for no real benefice
 
Hey pirates !

Version 1.07:
-Black Pearl appears once the 4 fortresses are taken
-hero is no longer removed after boarding another player
-1 farm is allowed per plantation
-price of rare goods increases at every purchase
-armor is kept after purchasing a new ship
-dying on the ship no longer put you in New Providence
-larger ships will require gold to be repaired
-slaves can now build houses to find shelter and to provide additional food capacity
-2 new spells to learn have been added to the ship
-food capacity provided by the ship has been divided by 2
-charisma spell to learn has been removed from the ship
-the petty's officer report now indicates the turning speed rate
-fix a bug when the anchor could drop you in the ocean
 
Version 1.08:
-each flagship has its own model and its own cargo's hold
-rotating a building will no longer make it invisible
-you may flee after boarding a ship if you wait 40 seconds
-ships are invulnerable at the beginning
-chocolate duplicated fixed
-dutch flagship purchased fixed

Version 1.09:
-add a surrender option once you are boarding
-gain xp when sinking ship
-buying plantations allows you to develop the industry
-price of plantation increased from 600 to 800
-cargo bay of fishing ship reduced from 1000 to 500hp
-scientist mission fixed for all nations
-prices are displayed properly after each purchase of rare goods
-can abord mission if the letter is dropped
-pirate ship level scales with your ship
 
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Version 1.13:
-Compass is added on the Ship
-New unique quests added
-More information about the ship roaming in the sea
-Added a spell in the inventory to check the influence balance
-Reduced stats improvments from 2 to 1
-Icons are added above manufactures
-Line of sight of the 4 nations is added
-Capture of the Spanish fort fixed
-Capture of another player Plantation or Maroon's Refuge fixed
 
Level 1
Joined
Oct 5, 2019
Messages
2
when you change the pirate model, the skills are reset for free. There is a bug with this - the task cards disappear from the inventory, but the task itself is active at the same time. Also very easy quest on Pirate's island and big reward for this, played 1st time and 1 lvl go to island and take 3-5k money for 2min
 
Version 1.17:
-Academy added for Heros
-Whistle range reduced from the whole map to a 3000 distance radius
-Maroons can be upgraded into military units
-Add gold reward in Tombs
-Loose Cargo when ship sank
-Tavern in United Provinces moved down
-Fix capture of plantation bug
-Spy quest moved to the city itself
-Fix shield displays after a skin change
 
Level 3
Joined
Apr 8, 2024
Messages
14
Fun map !!

Edit: Gonna add some more details. The map looks really good visually and sounds cool too. The gameplay is unique and really stretches the standard for wc3 custom maps. The only thing that comes to mind to improve is that the slot capacity is 24 and nobody even if this map was incredibly popular it would be hard to say it would fill to the cap even then. Told the map maker before and Ill say it again. Make a seperate version for 12 players so its easier to fill it on the lobby list. 24 drives players away psychologically.

Other suggestions: Invasion mechanic for endgame? Some kind of leviathon or what not? Add more skins and hats too for customizations. Also change the ship cannon attack spell to be the rocket barrage from the tinker currently its a bit goofy that all the cannons go out in a line.
 
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Level 2
Joined
Jul 15, 2024
Messages
3
Hey, I really really like ur maps, but sorry I have a little problems when I play ur maps, I've conquered all four fortresses, but why haven't I become the pirate king yet? New Providence is still controlled by pirates, even though I already have a large ship that I bought from France and as many as 30 sailors, did I make a mistake? or is there a bug there?
 
Hey, I really really like ur maps, but sorry I have a little problems when I play ur maps, I've conquered all four fortresses, but why haven't I become the pirate king yet? New Providence is still controlled by pirates, even though I already have a large ship that I bought from France and as many as 30 sailors, did I make a mistake? or is there a bug there?
Hello there. Actually, once you have captured the 4 fortresses, you need to defeat the black pearl in the center of the map. This ship will spawn after all the four fortresses are captured. Then, you become the Pirate King in New Providence.

I will make the instructions clearer in the next version.
 
Level 2
Joined
Jul 15, 2024
Messages
3
Hello there. Actually, once you have captured the 4 fortresses, you need to defeat the black pearl in the center of the map. This ship will spawn after all the four fortresses are captured. Then, you become the Pirate King in New Providence.

I will make the instructions clearer in the next version.
Hi! thank u for reply my comment, but there's few problem, I already capatured 4 fortesses like u said, and I go to center of the map, that name is new providence, but why the black pearl is doesn't spawn? please answer it because I really love ur maps. Thank you!
 
Level 4
Joined
Sep 6, 2020
Messages
27
I just have a quick question technically two. First, Like it was mentioned in a post or two ago I played a previous version of the map and captured the bases but the Black Pearl never appeared for me. I was wondering if that is still an issue. Second, I saw in the map load screen you have a Discord I think but the map loads to quick for me to jot it down. Can I get the link so I can join it if there is one (and I hope and pray this isn't some rule of this website's I'm unknowingly breaking). Other than that I actually like the map very much.
 
I just have a quick question technically two. First, Like it was mentioned in a post or two ago I played a previous version of the map and captured the bases but the Black Pearl never appeared for me. I was wondering if that is still an issue. Second, I saw in the map load screen you have a Discord I think but the map loads to quick for me to jot it down. Can I get the link so I can join it if there is one (and I hope and pray this isn't some rule of this website's I'm unknowingly breaking). Other than that I actually like the map very much.
Hello, there is a fix for the black pearl spawning. Now it also pans the camera on it once you capture all four fortresses. You also have a tutorial option with the last version. As for the link, it is still joinable : Rejoins le serveur Discord Maps of purparisien !
 
Version 1.32:
-adds a new submenu to the inventory
-autopurchase for cargo option available
-ping all sailors units option available
-option to allow troops to stay in the ship while the captain is landing
-plunder spell upgrades from +10 to +20 gold
-owning fortress allows recruitment of unique support ships
-capturing the black pearl grants access to its wheel as well
-leaving while having a flagship returns the flagship to the market
-metal boots bug fixed
-rafts no longer count as ship while plundering around
-7th tomb bug fixed
-fix capture for cheap accomodation
-fix smuggle item quest gold reward
-field hospital aura bonus reduced by half
-speed of the slave ship from 330 to 280
-cargo space reduced for all the trade ships
-fortresses get stronger each time
-food cost of cannoneers from 1 to 2
-punitive expedition also carry men on board
-fix a bug when your camera could get stucked on the ship view
 
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Version 1.35:

Mayan Region: Explore the newly added Mayan Coast, a mysterious land filled with dense jungles, deadly traps, and powerful guardians. Seek out ancient temples where priceless relics and dangerous spirits lurk, ready to challenge even the bravest adventurers.

Mayan Artifacts and Relics: Collect powerful Mayan relics that can turn the tide of battle. From summoning storms to empowering your crew, these artifacts add a new layer of strategy, rewarding those who dare to conquer the Mayan challenges.

Unique Enemies and Bosses: Face off against Mayan guardians, including jaguar warriors, shamans, and the formidable spirit of a Mayan king. Each encounter offers a unique challenge, with rewards that can grant powerful boosts to your heroes and fleet.
 
Level 2
Joined
Mar 29, 2019
Messages
2
Eyy thank you for the map! Pc without internet got me exploring stuff and its fun!
Few bugs i found: fights and ship survival modes in new providence bugged out.
Fights, after 5-10 I started next fight and was instantly teleported outside so now it said there’s a fight going on but it never ends.
Ship survival, again after 5 or so ship is uncontrollable and stays put i used anchor teleported out back to port and had to commit suicide. Then i could loot my ships gold without losing my existing gold, bit of an exploit

Fortresses, i only tried Mayans so far. They are stupid hard, is extreme right after hard? Cause hard assassination mission i can do in under a minute with hero only while extreme mayan boss cant do with all the units in the world :)

Edit: ok mayan necklace +30 all stats works from mayan mini boss

Armor and hp dont transfer to new ships like sail speed and acceleration speed do. Neither does ship weapon but at least it does not scale to infinity to buy again.

Dungeon don’t reset, i think i read they should every 10 minutes?

There’s 4 more epic/legendary full maps dropped next to hero in ship after killing that special ship but they seem to be useless

Bunch of ships get stuck in spawn points, found one in the left middle might be why the lag later in game?

I saved/ loaded one run a few times might be an issue?

I think thats it from the bugster tyou!
 
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Eyy thank you for the map! Pc without internet got me exploring stuff and its fun!
Few bugs i found: fights and ship survival modes in new providence bugged out.
Fights, after 5-10 I started next fight and was instantly teleported outside so now it said there’s a fight going on but it never ends.
Ship survival, again after 5 or so ship is uncontrollable and stays put i used anchor teleported out back to port and had to commit suicide. Then i could loot my ships gold without losing my existing gold, bit of an exploit

Fortresses, i only tried Mayans so far. They are stupid hard, is extreme right after hard? Cause hard assassination mission i can do in under a minute with hero only while extreme mayan boss cant do with all the units in the world :)

Edit: ok mayan necklace +30 all stats works from mayan mini boss

Armor and hp dont transfer to new ships like sail speed and acceleration speed do. Neither does ship weapon but at least it does not scale to infinity to buy again.

Dungeon don’t reset, i think i read they should every 10 minutes?

There’s 4 more epic/legendary full maps dropped next to hero in ship after killing that special ship but they seem to be useless

Bunch of ships get stuck in spawn points, found one in the left middle might be why the lag later in game?

I saved/ loaded one run a few times might be an issue?

I think thats it from the bugster tyou!
Thanks for the feedbacks. I really appreciate when people give their returns on the map.

Fight in arena : I'm confused about it. How did it happen ? Did you have sommons inside ?
Ship survival : Did your ship sink and you kept the wreck gold and your own ?
Maya : The bosses are supposed to be late content.
Armor and HP of the Ship : Good pick. I'm gonna fix this next version.
 
Version 1.42:
-new main quest added


Zheng He Lost Expedition

Embark on a perilous journey to uncover the legendary treasure of Zheng He, the famed Chinese admiral who sailed the seas centuries ago. His lost fleet is said to guard an unimaginable hoard of gold, relics, and secrets somewhere in the Caribbean.
 
Level 30
Joined
Apr 6, 2010
Messages
3,218
Haven't played through everything yet, but here's a few things:

  • Some French left in (that's not on the French island hurr hurr): ennemi, Hôtel de Ville, etc. and a lot of literal translations (throw/rise anchor instead of drop/raise anchor, etc.).
  • There should be a crow's nest upgrade to increase the ship's LoS.
  • Maybe (have the option to) make the ship move with WASD / ZQSD instead of the arrow keys.
  • No housing with the Maroon path?
  • Dungeon entrances should be further back/out of the way, it's not uncommon for units to go in and out of caves while in combat because they walk over the entrance. It would also be good if they worked like normal waygates so units outside a dungeon will go inside if given an order there.
  • When on the central island (possible on others as well), units will often attack enemy ships sailing nearby, and quickly get killed if you don't babysit them. Maybe have a "get the crew back on/off the ship" button on the uncrewed ship?
  • Units will sometimes randomly try to follow the captain (not sure about this one, might be the attack-ships-on-land thing)
  • Skybox compass should have more directions (SW, SSW, WSW, etc.).
  • Wreckages sometimes spawn twice for some reason.
  • The amount of gold on ships isn't what you get for the wreck (or is that the intention?).
  • Some missing invisible platforms in the boarding area so units will pop under the plank and back over.
  • If the cooldown for the arena fights is global (I beat the first wolf, tried to go for the second wolf and the NPC told me to wait), the icons should all go on cooldown.
 
Thank you for your feedback. It's always nice to have some feedbacks on the map. I'll answer to these :

  • Some French left in (that's not on the French island hurr hurr): ennemi, Hôtel de Ville, etc. and a lot of literal translations (throw/rise anchor instead of drop/raise anchor, etc.).
That is an issue. If you spot any French left, tell me. Sometimes, I just made some mistakes.

  • There should be a crow's nest upgrade to increase the ship's LoS.
Good Point. I'll add a special merchant that will sell spyglass for ships.

  • Maybe (have the option to) make the ship move with WASD / ZQSD instead of the arrow keys.
That would be the best option. However, I didn't find any trigger system that supports this kind of movement.

  • No housing with the Maroon path?
There should be one. I'll fix the issue.

  • Dungeon entrances should be further back/out of the way, it's not uncommon for units to go in and out of caves while in combat because they walk over the entrance. It would also be good if they worked like normal waygates so units outside a dungeon will go inside if given an order there.
Simple fix. I'll move the entrances area further away.

  • When on the central island (possible on others as well), units will often attack enemy ships sailing nearby, and quickly get killed if you don't babysit them. Maybe have a "get the crew back on/off the ship" button on the uncrewed ship?
You have an option to keep your crew inside the Ship in the menu option of your Hero inventory. It's tricky to find I guess. I'll make it clearer.

  • Units will sometimes randomly try to follow the captain (not sure about this one, might be the attack-ships-on-land thing)
They do. Ships are on attack move order and continue to follow once the captain is away.

  • Skybox compass should have more directions (SW, SSW, WSW, etc.).
I could add that but not many people use them. I feel it's more of a gadget feature.

  • Wreckages sometimes spawn twice for some reason.
They shouldn't. I'll look into it.

  • The amount of gold on ships isn't what you get for the wreck (or is that the intention?).
When the Ship sank without being captured, you only get half of the gold. I'll add a tooltip for that.

  • Some missing invisible platforms in the boarding area so units will pop under the plank and back over.
I'll make the platform wider.

  • If the cooldown for the arena fights is global (I beat the first wolf, tried to go for the second wolf and the NPC told me to wait), the icons should all go on cooldown.
It's a tricky one. The cooldown works per player. I cannot put a specific icon for a single player.


Next Version:
The next version will also include a fishing Questline along the Caribbean.
 
Level 30
Joined
Apr 6, 2010
Messages
3,218
New bug for the enemy ships attacking troops on the island: I was in the pirate arena when a ship attacked my docked ship and sank it, causing me to respawn on a rowboat next to the wreck of the ship. Maybe have the ship defend itself when the captain's not aboard/not defend itself but become neutral.

Some wrecks stay even at 0 gold, and this can cause crashes (especially annoying if you're trying to get to a wreck that still has gold).

Maybe have a "miner"/diver unit that can salvage wrecks for you (even if it's just those in shallow water)? As is it's frustrating to constantly interrupt salvaging because you're under attack, which creates a new wreck to salvage, which...

Many ship tooltips are still in French.

Maroon Healer often can't get off ships, like he's secretly too wide for the entrance.

Upgraded Maroon builders still have a build menu, but it's empty.

Tutorial island is called New Providence, should probably be Nassau.

Maybe rename skins to "costume" or something? Yes I know it's the correct usage but it breaks immersion.

Less of a bug and more a balance issue: Cannon skill upgrades so fast that you can't board most ships, they get disintegrated too fast (and it causes noticeable lag spikes, I'm afraid to upgrade it more in case it crashes the game).

Do plantations on national islands need slaves to work? I set them to domestic and bought no slaves, it still seemed to produce more than enough money.

When dropping anchor, the "captain goes ashore" button sometimes gets replaced with the "captain's log" button. Raising and dropping anchor usually fixes it.

Suggestion: have each island sell a unique item, and a better version that's only available with enough reputation/control.

OK, nevermind, found the national items and units. Maybe have them visible but unavailable if the conditions aren't met though.

There should be an option to skip the tutorial, otherwise the camera jumps all over the place while you're trying to buy abilities and such.

You can't board the tutorial pirate ship?

Autofiring seems disabled unless you buy a cannon and/or turn autofire off and on again, can't tell which.

Picking one island base path should make the other completely unavailable instead of being clickable.

You can see mined farms from the other side of the map (literally, the farm was on the island of the first tomb, the yellow bar was visible in the sky from the island of the fifth tomb).

Fishing Boat wrecks should use a different model instead of turning into three-masted wrecks.

Some villagers are set to hostile after taking over their island but can't attack.

National spells are all the same one?

Nations retaking their islands needs reworking, I wasn't able to defend because pirates slaughtered my crew without being able to get to the ship in time. Things like making more defenses, having patrols (land units and ships), upgrading weapons and armor etc.
 
New bug for the enemy ships attacking troops on the island: I was in the pirate arena when a ship attacked my docked ship and sank it, causing me to respawn on a rowboat next to the wreck of the ship. Maybe have the ship defend itself when the captain's not aboard/not defend itself but become neutral.
-Ship will turn invulnerable once you are in the arena.

Some wrecks stay even at 0 gold, and this can cause crashes (especially annoying if you're trying to get to a wreck that still has gold).
-That is tricky indeed. I can make the ship invulnerable once you are plundering it.

Maybe have a "miner"/diver unit that can salvage wrecks for you (even if it's just those in shallow water)? As is it's frustrating to constantly interrupt salvaging because you're under attack, which creates a new wreck to salvage, which...
-It makes sense. I can see to have some support ships for yourself.

Many ship tooltips are still in French.
-Easy fix.

Maroon Healer often can't get off ships, like he's secretly too wide for the entrance.
-Easy fix.

Upgraded Maroon builders still have a build menu, but it's empty.
-Yeah I can make it build a palissade or something.

Tutorial island is called New Providence, should probably be Nassau.
-All these islands go by the main city name, not the island name.

Maybe rename skins to "costume" or something? Yes I know it's the correct usage but it breaks immersion.
-Ok sure, why not.

Less of a bug and more a balance issue: Cannon skill upgrades so fast that you can't board most ships, they get disintegrated too fast (and it causes noticeable lag spikes, I'm afraid to upgrade it more in case it crashes the game).
-Very good point. I've found a solution. Each new cannon will decrease the firepower of the other cannons by 5%. It prevents snowballing.

Do plantations on national islands need slaves to work? I set them to domestic and bought no slaves, it still seemed to produce more than enough money.
-You need to put a slave in the plantation.

When dropping anchor, the "captain goes ashore" button sometimes gets replaced with the "captain's log" button. Raising and dropping anchor usually fixes it.
-I guess the repair spell overlaps in the port.

Suggestion: have each island sell a unique item, and a better version that's only available with enough reputation/control.
-You have it with the Admiral reward section.


For the next version, I also plan to add another quest to flesh out some new content. Your advices are always welcome.
 
Level 30
Joined
Apr 6, 2010
Messages
3,218
-All these islands go by the main city name, not the island name.

Right, but all the tooltips call it Nassau.


Player names are bugged, I went as player 2 and the messages put "2. 2." in front of the player name.

If you switch skins with the tutorial maps equipped, they disappear from the inventory and can't be re-obtained.

The Resistant boots give an ability that stays even if unequipped, and if clicked unequips the boots.
 
-All these islands go by the main city name, not the island name.
My bad. I did a mistake. I didn't change the name there. I'ill fix it.
Player names are bugged, I went as player 2 and the messages put "2. 2." in front of the player name.
Does it do it all the time ? Does changing name fix it ?
If you switch skins with the tutorial maps equipped, they disappear from the inventory and can't be re-obtained.
Well spotted. I'll fix it.
The Resistant boots give an ability that stays even if unequipped, and if clicked unequips the boots.
Well done. I didn't trigger these boots properly.
 
Level 30
Joined
Apr 6, 2010
Messages
3,218
Name: It seems to keep putting a 2 in front. Not a huge problem, mind you.

A new one: In shallow water and "drop anchor" was replaced with firing one of the cannons, even though I had no ammo for it (the disabled icon for that cannon was still visible). As far as I can tell killing myself was the only way out since I couldn't leave the ship. Maybe have the ship's wheel able to cast both spells as a backup?

If Nassau loot is randomized, the tomb map should always drop at least once, I've only found it twice in 4 games.

Speaking of randomizing, a bucaneer managed to wander his way to the top of the lighthouse.

Pathfinding for tombs is weird, telling them to go in the Nassau tomb only makes them go into the lighthouse dungeon (which is technically closer).
 
Name: It seems to keep putting a 2 in front. Not a huge problem, mind you.
Ok I'll see into it.
A new one: In shallow water and "drop anchor" was replaced with firing one of the cannons, even though I had no ammo for it (the disabled icon for that cannon was still visible). As far as I can tell killing myself was the only way out since I couldn't leave the ship. Maybe have the ship's wheel able to cast both spells as a backup?
Ok I'll check this one out. It can be very damaging for the game. Which ammo you run out ?
If Nassau loot is randomized, the tomb map should always drop at least once, I've only found it twice in 4 games.
Now the big boss in the lighthouse will drop the map for sure.
Speaking of randomizing, a bucaneer managed to wander his way to the top of the lighthouse.
Funny but not really a problem.
Pathfinding for tombs is weird, telling them to go in the Nassau tomb only makes them go into the lighthouse dungeon (which is technically closer).
I'll add a waygate between these areas. It will prevent these pathfinding issues.
 
Level 30
Joined
Apr 6, 2010
Messages
3,218
Which ammo

Canister.


Dying on land triggers the "I can get a new ship for free" message (possibly only on Nassau).

Maybe have the potion shop sell scroll-equivalents (for mana especially).

I think tying upgrades to quests (kill spy - get +1 food - limit 2 spies per customer etc.) is an excellent idea, maybe have more of them for merc upgrades (damage, armor, mana regen etc.).

Do cave pirates respawn, or is there a reward for killing every last one of them?


Had a few more here:

 
I've released a new version that fixed most of the issues you mentioned.

Version 1.44:
-fishing questline added
-each new cannon on the ship reduces the overall firepower of the ship by 5%
-black pearl can be bought again if sunk
-fishing wreck moded added
-mana scroll added to the potion merchant
-fix the pathing on Nassau secret cave
-reinforced boots bug fixed
-nassau boss will always drop a map
-fortress armor reduced from 20 to 10
-dungeon entrances TP has been moved further back
-changing skin no longer removes tutorial maps
-maroon healer size reduced
-maroon house added
-ship tooltip translated
 
Level 30
Joined
Apr 6, 2010
Messages
3,218
Nassau boss dropped the map, but a few seconds after dying, unlike the gear he dropped normally.

Tutorial pings the wreck but not the pirate ship.

Famous Smuggler is undead. Or maybe he goes by Jacques Moineau...

Maybe include a button that shows the distance corresponding to 100, 200, 300 etc. "inches".

Maroon builders can't enter ships either.

Maroon Voodoo has the tobacco buff that's redundant with Barbers.

Dungeon and Tomb entrances: Slightly better, but you still get units headed in the wrong direction. By contrast, cave entrances work correctly.
Maybe instead of randomizing the dungeon entrance on the island, you randomize which island it's on?
Or leave the entry where it is but have the actual exit be at the top of the stairs or anywhere further away from the coffin, that way you can actually set up units for battle without one triggering the battle before you're ready.

Bandit lord letter tooltip: spy's -> bandit's

Are artifacts supposed to give a set bonus when gathered? Because the Book of Faith counts as a shield so you can't use it with the Ancient Shield or Pavise.

The dungeon fights are great (especially those with zombies) but the loot is often disappointing, the bishop gave me boots that're even worse than what you find in the shops.

For the reparations decree, is the 500 reparation global, per nation or per manufacture?

Are there only 8 tombs? Scoreboard says there are only 5 artifacts but I'm not getting any more tomb maps. Or let us buy maps for the current undiscovered treasure.


Suggestions:

  • Secondary hero(es)/units to act as pirate chests to hold items and booty/the ability to teleport items to a central location.
  • Instigating slave rebellions in islands that you can put down/ally with.
  • Grappling hook upgrade that lets you board ships from further away, right now you have to grind to a halt, slowly turn towards the enemy ship and ram it, while under constant attack from it.
  • Enemy ships that attempt to board yours.
  • Have dungeon bosses talk, not just the secret barman.
 
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3,218
... Did I mention the island takeover mechanic has problems?

  • I take over Kingston (or attempt to, because every time I try to get my cannoneers into position they decide they want to go attack a passing ship I can't even see on the other side of the island. Or so I assume, maybe the landed ship is sending out distress signals.
  • I kill the fort and go back to my ship (parked to the north).
  • In the time it takes for me to get to the fort (a pirate and an English ship showed up at the same time where I was parked), it's been taken over, not even by the punitive expedition but a randomly-spawned English ship. We need to be able to upgrade island defenses (why does the fort lose 10 armor when taken over?).
  • When the punitive expedition arrives, there's a constant back-and forth of taking over and losing the fort (I'd set the fort to reparations the first time, and on taking it back the fort was on Slavery but the manufactures stayed in reparation mode). Eventually I kill all the ships, and drop anchor so the crew can take out the soldiers.
  • On snapping to the captain on the ship, I find him surrounded by seemingly all the English soldiers in existence, and he accordingly dies instantly.
  • I find his rowboat, click the revive button, and he revives in the Kingston church, which is also filled with English soldiers and the recently slaughtered remains of my crew (I don't know why they were in the church instead of the ship). And a building that sells items but looks like an empty iron frame and called a blacksmith overlapping with the fountain. And several Qiangs because why not at this point.

Ship projectiles seem to leave from behind the ship. Most visible at high cannon levels due to the lag spike.

There should be special music when you run into the Kraken.

Neutral pirates and national ships never attack each other? Maybe that could be something that happens once every player hits a certain level.

So all converted manufactures give the same three auras per island?
 
Nassau boss dropped the map, but a few seconds after dying, unlike the gear he dropped normally.
Ok I'll see to it.
Tutorial pings the wreck but not the pirate ship.
I'll add it.
Famous Smuggler is undead. Or maybe he goes by Jacques Moineau..
Little oversight. Easy fixed.
Maybe include a button that shows the distance corresponding to 100, 200, 300 etc. "inches".
It will be done.
Maroon builders can't enter ships either.
It's a way to prevent the construction on the main islands. It could be op.
Maroon Voodoo has the tobacco buff that's redundant with Barbers.
True. I'll add a specific spell instead.
Dungeon and Tomb entrances: Slightly better, but you still get units headed in the wrong direction. By contrast, cave entrances work correctly.
Maybe instead of randomizing the dungeon entrance on the island, you randomize which island it's on?
Or leave the entry where it is but have the actual exit be at the top of the stairs or anywhere further away from the coffin, that way you can actually set up units for battle without one triggering the battle before you're ready.
I'll add a waygate for them to prevent any more complication.
Bandit lord letter tooltip: spy's -> bandit's
I don't get it. What is the problem ?
Are artifacts supposed to give a set bonus when gathered? Because the Book of Faith counts as a shield so you can't use it with the Ancient Shield or Pavise.
Not really. Artifacts are just unique items.
The dungeon fights are great (especially those with zombies) but the loot is often disappointing, the bishop gave me boots that're even worse than what you find in the shops.
Bishop reward will be changed.
For the reparations decree, is the 500 reparation global, per nation or per manufacture?
I'll extent the tooltip. It's per manufacture.
  • Secondary hero(es)/units to act as pirate chests to hold items and booty/the ability to teleport items to a central location.
  • Instigating slave rebellions in islands that you can put down/ally with.
  • Grappling hook upgrade that lets you board ships from further away, right now you have to grind to a halt, slowly turn towards the enemy ship and ram it, while under constant attack from it.
  • Enemy ships that attempt to board yours.
  • Have dungeon bosses talk, not just the secret barman.
-A secondary hero is tricky. I can turn the inventory as a back up inventory store.
-A slave rebellion is an interesting concept. It would need proper rework if I do that.
-I can add the grappling hook as a reward for completing the Fishing Quest.
-Enemy ships that board you could be neat indeed.
-Talking bosses are not difficult to put. I can add that.
 
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Messages
3,218
What is the problem ?

The tooltip says it gives the spy's position, not the bandit's.

For maroon builders, why not prevent them from getting off the ship on capital islands/disable their buildings on capitals?

Got the anchor drop hiding the snap-to captain bug again. Can you give the corresponding spells to the ship's wheel as a workaround?
* And another time, the snap to captain was there but the anchor drop wasn't (hidden by a chain shot button). Expending all ammunition seems to have worked.

Units seem to have a disturbingly huge target acquisition radius. Case in point, I hired units at the Kingston tavern and they immediately tried to go kill enemies in the southwest corner of the port. Even when near the church they still turned around and tried to go attack something I couldn't even see.

Action buttons (attack stop etc.) have no disbtn and revert to the standard ones.

Barber disbtn is the Flibustier.

Oh yeah, during the Kingston battle(s) (using a Flagship), got a message from a Petty Officer. He appears to play the same role as the butler?

OK, figured it out, the Captain got shunted belowdecks.

Stuff built by the petty officer gets teleported into boarding actions.

Boarding actions should teleport the player character closer to the bridge, he's often stuck behind units when everything is teleported to the mast.

Fort appears to be reinforced every time it's taken back by the computer, it first had 20 armor, then 10 after I took it over, the latest one had 30 armor and went back to 10 after I (finally) killed it.

Fish sidequest: ... OK, that was hilariously gross.
  • Map tooltip is the same as the "find the assistant clerk" one.
  • Maybe hint that the captain needs to exit the ship to claim the reward.

Can you make national soldiers (when available) recruitable at their respective taverns?

Ship races: The ship often starts the race pointing in the wrong direction.

Lansquenet tooltip says it gets increased attack speed on using Defend.

Some national units have selection circles floating above their heads.

Player ships can't seem to target ground units? I spent some time targeting Zheng He troops and all it got me was a damaged ship.

Zheng He maps/key have the same tooltip about the missing clerk.

Do you get refunded for ships if you buy a cheaper one?

New Providence doesn't say anything when you have 75% control (like at 25 and 50)?

Governor's desks should update when they're owned by someone (I had three islands and they all said I had 25% control).
* Even after capturing all forts, desks stay at 25%.

Ehhh... Captain of the Black Pearl could use a more impressive model. Maybe make them all undead?

What exactly are the new options given by the pirate hat? It doesn't look any different (and it too can get bugged by sometimes not showing the extra options menu, only the level of influence).

Black Pearl drops off units at New Providence's harbor so I either have to sell the Black Pearl or attack the Mayas with the hero and no one else.
* Edit: Curse of the Black Pearl: Now any ship I take drops units off at New Providence no matter where the ship is.

You can't rebuy flagships from governors?

Might be a loading bug, but several New Providence buildings and the fire are now flying above the ground.



Are bandits supposed to respawn? It says so in the quests and I see the flag go up again, but there's none in the caves.

How long is an ingame month?

Even more suggestions:
  • An alternate way to take over forts: Pay an exorbitant amount of money to bribe the governor and the fort is yours (still spawns a punitive expedition).
  • Neutral salvagers who mine wrecks to clear them away if no player does, it'd help keep the ports clear of wrecks after major battles.
  • A starting maroon skin for player characters.
 
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Got the anchor drop hiding the snap-to captain bug again. Can you give the corresponding spells to the ship's wheel as a workaround?
* And another time, the snap to captain was there but the anchor drop wasn't (hidden by a chain shot button). Expending all ammunition seems to have worked.
I've found a go around idea. Each time you take the wheel, the shooting options will be reimplemented.

Units seem to have a disturbingly huge target acquisition radius. Case in point, I hired units at the Kingston tavern and they immediately tried to go kill enemies in the southwest corner of the port. Even when near the church they still turned around and tried to go attack something I couldn't even see.
The acquition range is 5000. I'll make it 3000.

Action buttons (attack stop etc.) have no disbtn and revert to the standard ones.

Barber disbtn is the Flibustier.
Easy fix.

Oh yeah, during the Kingston battle(s) (using a Flagship), got a message from a Petty Officer. He appears to play the same role as the butler?
Yes. But for your boat only.

Stuff built by the petty officer gets teleported into boarding actions.
Oversight. I'll fix it too.

Boarding actions should teleport the player character closer to the bridge, he's often stuck behind units when everything is teleported to the mast.
I'll move him to a more central part of the ship.

Fort appears to be reinforced every time it's taken back by the computer, it first had 20 armor, then 10 after I took it over, the latest one had 30 armor and went back to 10 after I (finally) killed it.
Fortresses are buffed up every time 1 has fallen. It is to prevent snowball effect.

Fish sidequest: ... OK, that was hilariously gross.
  • Map tooltip is the same as the "find the assistant clerk" one.
  • Maybe hint that the captain needs to exit the ship to claim the reward.
I forgot to change their tooltip. I'll do that.

Can you make national soldiers (when available) recruitable at their respective taverns?
I was thinking on adding a small questline for tavernes to get more troops.

Ship races: The ship often starts the race pointing in the wrong direction.
True. I'll fix it.

Lansquenet tooltip says it gets increased attack speed on using Defend.
It does. Lansquenet are better on a standing still position.

Some national units have selection circles floating above their heads.
Which ones ? I think it's their original Ref that is buggy. I'll need to edit them.

Player ships can't seem to target ground units? I spent some time targeting Zheng He troops and all it got me was a damaged ship.
Nah they can't. It is a bit odd.

Zheng He maps/key have the same tooltip about the missing clerk.
Oversight. I'll change it.

Do you get refunded for ships if you buy a cheaper one?
You do.

New Providence doesn't say anything when you have 75% control (like at 25 and 50)?
Well New Providence is not really a faction. You can't boost it.

Governor's desks should update when they're owned by someone (I had three islands and they all said I had 25% control).
* Even after capturing all forts, desks stay at 25%.
It's more the influence at play there. The other players still rely on the influence system to get reward.

Ehhh... Captain of the Black Pearl could use a more impressive model. Maybe make them all undead?
The Ogre model ?

What exactly are the new options given by the pirate hat? It doesn't look any different (and it too can get bugged by sometimes not showing the extra options menu, only the level of influence).
The hat allows you to tax other players and to make them ennemy of the island.

Black Pearl drops off units at New Providence's harbor so I either have to sell the Black Pearl or attack the Mayas with the hero and no one else.
* Edit: Curse of the Black Pearl: Now any ship I take drops units off at New Providence no matter where the ship is.
That's odd. Where is your anchor ?

You can't rebuy flagships from governors?
You can. Even the Blackpearl can be bought again now.

Might be a loading bug, but several New Providence buildings and the fire are now flying above the ground.
That's an odd one. Do you have screenshots ? I don't really know what it would do that.

Are bandits supposed to respawn? It says so in the quests and I see the flag go up again, but there's none in the caves.
They do after 360s.

How long is an ingame month?
240s.

A starting maroon skin for player characters.
That's true I should add two of them.
 
Level 30
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Apr 6, 2010
Messages
3,218
Well New Providence is not really a faction. You can't boost it.

As in there's a message when you take one fort then two ("You're becoming a force to be reckoned with" or something like that).

The Ogre model ?

Yeah, seeing the model used for tutorial NPCs is a bit jarring (or is it meant to be the same guy?). I think it'd fit better with the ship's aesthetic if you made the crew skeleton/ghost pirates.

The hat allows you to tax other players and to make them ennemy of the island.

Had no other players but the options didn't even appear.

I was thinking on adding a small questline for tavernes to get more troops.

Yes please.

selection circle

Lansquenet, Tercio, Musketeer

Lansquenet's Defend doesn't actually affect his attack speed (tooltip presumably copied from Tercio), I had two attack each other and the Defending one went at the same speed.

Fortresses are buffed up every time 1 has fallen.

I thought they were summoning a lot more troops towards the end. In that case you should put a message after the fort switches, like "Fort has been taken over by [player], other nations are strengthening their defenses".


Went back to the governor, no flagship available from the English (I'd already bought one from him) so I got one from the Dutch, which also disappeared from the buying menu. Can't find where to buy a new Black Pearl.

pirate caves

They might be bugged, I went into a cave that I'd already cleared out with its flag back up and it was empty (made the assassination mission considerably easier).

Where is your anchor ?

OK, figured out two workarounds: The ship (and anchor) is in the north, but telling a unit (or captain) to walk off the side sends them to New Providence. But using the "snap to captain while docked" one works.
The other workaround: the captain lost the "Options" button on the inventory menu (replaced with the influence button). Unequipping his helmet allowed the button to reappear so I could make the crew leave the ship with the captain, and now they all drop off with him in the north as normal with the "snap to captain while docked" button.

I think you should consider removing the options from the ship/captain and putting them on a utility menu "dummy hero", right now I can't get my ship its new hero skills because the button has been replaced with the trade routes info button.

floating buildings


-

Ran into the Megalodon, the walls tend to turn invisible and stay up for a while after you kill it. Also, maybe give them custom music.

Had a boarding that failed because I kept losing control of my hero and getting the enemy ship instead.

-

Trying a new game with a female captain (pirate model is cool, bandit model looks weirdly off), what's the voice from?

Return of the revenge of suggestions:
  • National units include a unique caster or at least buff.
  • Defeating Zheng He lets you buy one of his ships and unique units.

ArenaDummy is clickable during the Megalodon fight.

Sea walls should die after the megalodon does, like with the Kraken.

When the ship is under player control, clicking the captain should let you access his options (notably whether the crew stays or leaves when he does).

Yep, cave pirates never respawn.

Pirate hat options do show up in singleplayer (had to reset the hat), but there were all disabled for me and saying I needed the Pirate Hat.

Price for manufactured goods doesn't update (it still said 200 when the error message said I needed more than 13000).


WHY DOES THE "KILL THIS UNIT" BUTTON HAVE THE SAME HOTKEY AS THE "STOP" BUTTON


Not really a bug since it makes the game easier, but if you're in the Maya area, move the camera somewhere else, save and load, the darkness is gone. Can you make a quest (like a minor bossfight in the Maya village) that turns off the darkness legitimately when entering the Maya area after completion?

The "fort taken" message doesn't mention which fort was taken.

What level should the captain be for the Maya bosses? And is it worth bringing units if they get two-shotted by the bosses?

Don't know why the ship keeps getting selected during boarding actions but it's very annoying.
 
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After some tweaks, I've fixed most of the bugs. Here is the changelog.

Version 1.45:
-new journalist side quest
-waygates added for each dungeon
-ping added for the secure the trade line quest
-hotkey for suicide changed [K]
-mobs respawn in dungeons after 240s
-aquisition range from units from 5000 to 3000
-maroon skin added at the costume shop
-flagships can be bought again
-bishop reward redone
-fix bug while boarding
-fix tooltip of the fish map
-fix anchor bug
-boarding no longer transfers decors from the cargo bay
-boss talks
-reward for the fish quest added
-fixed a few DISBTN missing
-new captain of the black pearl model
 
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Joined
Apr 6, 2010
Messages
3,218
Journalist sidequest works, as far as I can tell.

Fish quest tooltip (on the NPC) fist -> fish (although I do like the idea of a single titanic oceangoing fist punching ships to death, bet Captain Nemo wishes he'd had that idea).

For some reason there's a lot of national treasure maps littering the ground (well, seafloor) now, both out at sea (where they can't be grabbed) and in ports (where the captain can pick them up). I think they're dropped from NPC ships.

When a tomb/entrance/secret dungeon is found, the corresponding maps should be removed from the map- er, from the game.

Escort quest: Took me a while to figure it out since the scientist spawned in the table and I didn't see him.

What happened to the timer for the manufacture's domestic production?

Slaver escort: Didn't manage to do it properly, but apparently it starts out surrounded by hostile starter ships?

Pirate leader taunts tend to trigger repeatedly and overlap. Will there be an explanation/plot/speaking parts for the tomb bosses?

Musketeer selection circle is still above their heads.

Still some gaps in the boarding bridge, mostly near the player ship.

Noble necklace can't be equipped.


Snake fight (still haven't beaten it yet):
  • Snake segments should have 0 movement, otherwise they tend to run away.
  • Summons should be a lot smaller/use actual animal models.


Suggestions:

Units should board a ship near the mast and only the captain near the wheel, with large armies it's possible for the captain to be stuck behind units too far from the wheel/the wheel is hidden behind units.

There should be a message when you hit milestones like new tiers of national rewards, killing all the tomb bosses, when cave pirates respawn, etc.

Since island pirates respawn as well, island bases should have an attack/let workers travel between islands so they can set up defenses.

Boarding a Kraken/Megalodon/Mososaur stuns it (like with the tutorial pirate ship).

Slavery angle: I think there's a lot that can be done here, like if you go with the Liberty path, you can't buy slaves from manufactures, or taking a slaver ship to a maroon refuge instead of the docks fails the quest but gives you a minor reward, or you can organize slave rebellions to help storm forts (and they turn against you if you don't end slavery after taking the fort).
 
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Journalist sidequest works, as far as I can tell.
I was wondering if the beginning was not a bit too easy. If I should conceal the switch a bit more.
Fish quest tooltip (on the NPC) fist -> fish (although I do like the idea of a single titanic oceangoing fist punching ships to death, bet Captain Nemo wishes he'd had that idea).
Easy fix.
For some reason there's a lot of national treasure maps littering the ground (well, seafloor) now, both out at sea (where they can't be grabbed) and in ports (where the captain can pick them up). I think they're dropped from NPC ships.
True. I fix this excessive drop.
When a tomb/entrance/secret dungeon is found, the corresponding maps should be removed from the map- er, from the game.
Fair enough.
Escort quest: Took me a while to figure it out since the scientist spawned in the table and I didn't see him.
I can make selectable once you start the quest, so you would notice him.
What happened to the timer for the manufacture's domestic production?
It starts every day.
Slaver escort: Didn't manage to do it properly, but apparently it starts out surrounded by hostile starter ships?
It is invul when it spawns. I should add a little invul box at the beginning to make it clear.
Pirate leader taunts tend to trigger repeatedly and overlap. Will there be an explanation/plot/speaking parts for the tomb bosses?
I notice. I'll find a fix.
Musketeer selection circle is still above their heads.
This one is odd. It's more a model issue. I didnt find why yet.
Still some gaps in the boarding bridge, mostly near the player ship.
I redo the model slightly larger.
Noble necklace can't be equipped.
Bug. I forgot to code it. Thanks.
Snake fight (still haven't beaten it yet):
  • Snake segments should have 0 movement, otherwise they tend to run away.
  • Summons should be a lot smaller/use actual animal models.
I'll make it a bit weaker and slower. I'll reduce the mob size too.
Suggestions:

Units should board a ship near the mast and only the captain near the wheel, with large armies it's possible for the captain to be stuck behind units too far from the wheel/the wheel is hidden behind units.
I'll separate the different units type in groups. Arty units will spawn in the back. Then riflemen and footman.
There should be a message when you hit milestones like new tiers of national rewards, killing all the tomb bosses, when cave pirates respawn, etc.
Good idea. I shall do that.
Since island pirates respawn as well, island bases should have an attack/let workers travel between islands so they can set up defenses.
That is an oversight. They shouldnt respawn after buying the island.
Boarding a Kraken/Megalodon/Mososaur stuns it (like with the tutorial pirate ship).
Ok easy fix.
Slavery angle: I think there's a lot that can be done here, like if you go with the Liberty path, you can't buy slaves from manufactures, or taking a slaver ship to a maroon refuge instead of the docks fails the quest but gives you a minor reward, or you can organize slave rebellions to help storm forts (and they turn against you if you don't end slavery after taking the fort).
I was planning to expand the journalist quest for that purpose.
 
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Apr 6, 2010
Messages
3,218
More flagship bugs:

  • I thinkthis one might have been caused by my crew being aboard the old ship (a schooner) when I bought the flagship: The captain leaves via button, but anyone going back on the ship finds themselves on the "tiny ship" section (the one with a single cannon, above the "ar" on the minimap).
    • Then when boarding an enemy, the regular crew were used for boarding but not the captain. After the crew died in an unrelated incident (attempting to board those NH ships that spawn near the slaver ship, seeing no resistance, then disconnecting the ships), I tried boarding again, and once again it didn't use the captain or units on the tiny ship. Fortunately I was able to break off boarding.
  • Flagship has 6 different bounties on it, all of them at 0.
  • Flagship is in the governor's main menu (rather than the third tier of rewards), which messes up the missions.
  • After a while you can't spend ship hero points due to the option disappearing in the second menu.
Journalist: I had trouble finding the switch, so unless it randomizes I think it's good.

New Providence buildings still float.
 
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