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...
Version 1.46:
-journalist quest extended
-boarding platform enlarged
-boarding will put your melee units ahead and the riflemen behind
-tooltip added on the slave ship when it appears
-sea creatures can't be boarded
-fixed a few tooltips
-fixed random treasure maps drop
-bandits won't spawn in an island that was purchased
-fixed noble necklace bug
-snakes maya boss
 
Level 30
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Apr 6, 2010
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3,218
This one is from the "boarding the wrong ship" bug on the previous version, so maybe it's been fixed: If you're in the situation where you board a ship and there's no crew in the boarding area, and then go back to the ship unit, you can raise anchor and sail away, leaving an invulnerable ship that can't be attacked.

New journalist quest is bugged: when you pick up the key, it's auto-dropped and the captain says the door's already open. So you can't bring it to the cells and so can't open the door.
 
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Level 30
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OK, the key works, as do the gates (after a lot of trial and error, maybe put hints?) buuuuuut... Presumably the executioner letter stand is supposed to have an ability that gives a clue to the door, but there's nothing there, you're only told you need to put a code in chat.


"Sort units by range when boarding" works, though since units instantly and automatically try to attack-move to the other ship, can you put the captain slightly further down and give them the attack-move order as well?

New one, and honestly not at all sure of how it happened: started on pirate island, went to Port-Louis for the pamphlet quest (maybe make bucanneers valid targets for pamphlets and/or have some neutral maroons as NPCs there?), did the assassin/bandit lord quests, bought the manufactures, and when I tried to get back on the starter ship the wheel was invisible (still present, you could hear the "select patron" sound). This applied to all starter ships. The problem was solved when I got enough money to buy a different class of ship, but still, weird.

"Treasure location found" messages sometimes put the player's number in front of their name.
 
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OK, the key works, as do the gates (after a lot of trial and error, maybe put hints?) buuuuuut... Presumably the executioner letter stand is supposed to have an ability that gives a clue to the door, but there's nothing there, you're only told you need to put a code in chat.

I will add more tooltips for the gates. Did you manage to defeat the boss as well ?

"Sort units by range when boarding" works, though since units instantly and automatically try to attack-move to the other ship, can you put the captain slightly further down and give them the attack-move order as well?

Should I put a pause unit option for 2seconds before the mayhem starts ? I can put the hero alongside the artillery line.

New one, and honestly not at all sure of how it happened: started on pirate island, went to Port-Louis for the pamphlet quest (maybe make bucanneers valid targets for pamphlets and/or have some neutral maroons as NPCs there?), did the assassin/bandit lord quests, bought the manufactures, and when I tried to get back on the starter ship the wheel was invisible (still present, you could hear the "select patron" sound). This applied to all starter ships. The problem was solved when I got enough money to buy a different class of ship, but still, weird.

Weird one. Imma look into it.
 
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Did you manage to defeat the boss as well ?

I can't get past the rolling door, so I didn't even know there was a boss. Or can the gates be broken down by attacking them? That might be a good (if slow) alternative to figuring out the puzzles since the map can't be opened.

pause before boarding starts

That might be a good idea.


----


OK, so it turns out beating down the door does work. The executioner fight triggered as expected (maybe put more maroons in the cage).

New ship buttons bug: Now it's the Repair ability that shows up and prevents the "Captain goes ashore" button from appearing.

Ayahuesca tooltip doesn't mention that it decreases armor.

Island pirates still respawn.

Cuirassier Helmet is called Burgonet in the shop.

The no-ship's wheel bug happened again, but now it affects any ship type I buy so I'm stuck on the island.
-->OK, I think this is that "no model on loading a game" bug that still hasn't been fixed by Blizzard.
 
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Level 30
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3,218
Update on the ship's wheel: for some reason, sometimes it disappears and sometimes it will reappear inside/near the ship's mast (might be caused by boarding actions since it ends up surrounded by the crew). And there appears to be three separate wheel units for small/large/flag ships?

There should be a sound effect for the Epic treasure room when the gate opens. And maybe a timer for how long you need to dodge the traps.

The French cave pirate leaders tend to spawn outside their room (or maybe they get respawned where they died).

When exiting the Epic treasure crypt, some arrows might end up teleported outside as well.

When going after the ships for the epic and legendary treasures, I got a whole bunch of maps dumped on me at once (with accompanying "I need to go to the governor" messages or "I already have this one") after taking out the ship.

It's possible for the 6th tomb to spawn too close to the water's edge, so when leaving the captain is stuck with no way up. Had to kill myself to get back.

... Managed to trigger a Kraken fight during a Megalodon fight. What are the odds of that?
  • Maybe have a minor reward from the fisherman for killing one of those.
  • Megalodon often has sunken ship parts attached when attacking, is that deliberate?
  • More of a game engine bug: If the center of the water walls isn't in the camera's field of vision, the walls aren't visible.

Can you make all quest ships boardable? The tutorial pirate ship, the Chinese warships, galleys from letters of marque, etc.

Had a weird one: went to the island with the 7th tomb for the first time in the game, the cave flag was up, but the cave was empty.

I've noticed enemy ship types change over the course of the game, is that tied to captain level or the current "equipped" ship?

Ship past level 30 still shows an available hero point in the main menu (the actual hero ability menu correctly shows none).

Might be a problem with ship stats: I got the foundry 36-pounder gun upgrade, and I can't buy it because supposedly I already have it, but according to the ship report I have 8-pounders. After I bought the upgraded guns in sequence, it seems to apply the correct guns. Possibly caused by changing ships.

Bringing a scientist to a plantation causes a major lag spike every time.

Quests with a cap should show how far you are from the cap every time you finish one the way the assassination quest does.

Nothing happens when you get a nation's influence to 100%? Ungrateful bastards, they deserve to have their fortress attacked by pirates!

When entering or leaving dungeons/buildings/ships, the camera is sometimes tilted very slightly to the side.

Quest tooltip still mentions the pink ping for the Zheng He quest after it's completed (it doesn't get pinged).

Scientists shouldn't get included in boarding actions.

Does going up in rank change anything? I see the abilities do work as long as you have the hat in inventory.

Where do I buy the Black Pearl after sinking it (boarding didn't work this time)?

NH pirates should stop attacking the King and attack national ships once there's a King.

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  • Stat item prices should decrease slightly for every shipment brought in (yes I know it's for balance, but selling 300+ pounds of cargo and still being unable to buy one (1) corresponding stat item gets frustrating).
  • Maybe have higher-level missions unlocked by reward tiers that increase influence by more than 3%.
  • Given that most high-end battles end long before you run out of mana, can Intelligence have another effect like decreasing spell cooldown or increasing their effect?
  • Maroon / plantation-exclusive player spells.
  • More ship camera controls, especially with endgame ships where sails reach to the top of the screen.
 
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Ok I've made some mistakes with the Ship helm when I changed the code for the boarding. I think I've fixed most of the bugs.

Version 1.48:
-Chinese ship, pirate ship and tutorial ship can be boarded
-fix invisible wheel bug
-fix a bug with the helm being tp in the arena
-scientists are no longer tp in a battle
-pirate leader correctly respawns at their base
-fix the ending of the Zheng He quest
-Black Pearl can be bought at New Providence if it is sank during the the battle
-fix pathing for treasures caves that used to tp in water
-visible timer added for the storm mini game
-visible timer added for the epic treasure room
-new ship camera angle button added
-boarding a ship will pause all units for 2 seconds to assess the situation
-fix pirates that respawn on island with maroon refuge
-add some tips for the executioner quest
-hide the repair ability of the ship to prevent bug
-typo fixed
 
Level 30
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New and exciting bugs:
  • Neither Nassau NPC gives you a map (but they act like they gave it to you when you click again). The pirate quest can be completed normally, presumably the ring quest can be completed if you dig up the island.
  • French scientist gets teleported to the end of the cave (where the bandit lord spawned) when leaving the town hall.
  • Megalodon wave's hitbox is off, they deal damage even when nowhere near the ship.
  • Successfully boarded and captured a quest pirate ship, was attacked by an NH one, boarded it, and this time the captain wasn't in the boarding area. This happened twice, but after landing and making sure the captain and the crew were in the same place boarding happened normally.
  • Executioner letter is now near the levers, but there's still no way to interact with it.



Storm timer should be better located as it disappears if you turn around (which you always do given the nature of the minigame).

Far camera is much better, I can actually finish a race without ramming into walls or taking a rowboat. Now we need LoS upgrades.

* Boarding ideas: swivel guns that function as mini-turrets, crow's nest that lets you see the other ship's deck, caltrops to slow enemy progress...
 
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New and exciting bugs:
  • Neither Nassau NPC gives you a map (but they act like they gave it to you when you click again). The pirate quest can be completed normally, presumably the ring quest can be completed if you dig up the island.
-Easy fix. I messed up some triggers.
  • French scientist gets teleported to the end of the cave (where the bandit lord spawned) when leaving the town hall.
Buggy mess. I'm going to fix it.
  • Megalodon wave's hitbox is off, they deal damage even when nowhere near the ship.
I'll reduce the box size.
  • Successfully boarded and captured a quest pirate ship, was attacked by an NH one, boarded it, and this time the captain wasn't in the boarding area. This happened twice, but after landing and making sure the captain and the crew were in the same place boarding happened normally.
Weird one. I don't really understand how it happened.
  • Executioner letter is now near the levers, but there's still no way to interact with it.
The letter is the ability spell on the altar. It is just to give some hints.

Storm timer should be better located as it disappears if you turn around (which you always do given the nature of the minigame).
True. I'll do that.
Far camera is much better, I can actually finish a race without ramming into walls or taking a rowboat. Now we need LoS upgrades.
That is a tricky one. Max LoS is 1800. It is harcoded. There is maybe the idea of a dummy unit that could be move in front of the ship to provide additional LoS. I need to try.

* Boarding ideas: swivel guns that function as mini-turrets, crow's nest that lets you see the other ship's deck, caltrops to slow enemy progress...

Not a bad idea actually. I'll check how to do it.


Are the new quest ships available balanced ?
Is the pause boarding too long ?
 
Level 30
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The letter is the ability spell on the altar. It is just to give some hints.

Yes, but there is no ability visible, like when you click an allied building in a skirmish game. Maybe make it a merchant or something?

Max LoS is 1800

So it's already at max right now, even though there's only a small amount of map revealed around the ship? If it is, yeah a "scout" unit would be cool, like a parrot or seagull or shark.

Are the new quest ships available balanced ?

The two I've tried (tutorial and lettre de marque) are a bit slow but serviceable (though I hadn't gotten upgrades for that playthrough). Can't speak for multiplayer though, I've only been doing single player.

Is the pause boarding too long ?

It feels right, though maybe unpause the captain before the crew or they get swamped by their own units.


* One part of the game I think is cool is after taking a fort and having to intercept and chase down the ships before they can land. Maybe have more quests like that where you need to sink/capture a ship before it flees the Caribbean, or prevent a landing on an island.
 
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Level 30
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Apr 6, 2010
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3,218
Nope, Executioner Letter still doesn't show anything.

Swivel guns don't swivel to attack enemies, and sometimes gets teleported along with units to ship space.

The "maps on the seafloor" bug is back.

It seems boarding ships without keeping them sometimes doesn't count as killing them (lettre de marque, Maverick requirement).
  • It worked for the tutorial where I kept the ship.
  • On two LdM quests, boarded the ship and kept the old one, which caused the quest to fail.
    • On one of these, the French treasure map dropped several times, and at one point I had two of them, even after getting the French treasure. Clicking it pinged the inside of the New Providence tavern, but since you can't dig there, I ended up dropping it to pick it up so it would disappear as "already have this one".
  • On another, tried to switch ships, the quest completed, but I found both ship-items in the ship space.

Autofire should start in the off position, every time I start a game they don't shoot until I turn them off and on again.

The requirementy to advance seems to be "do 3 different missions" and not 3 missions total, the tooltip should state that.

----

Every small island needs a beach, the ones with rivers are awful to navigate: you keep running into walls, enemy ships constantly show up to shoot you as you're bumping into walls, and if you drop anchor at the mouth of the river it's practically guaranteed your units will go back into the ship while trying to go past it.

Can you add a "buy 10 trade goods" button in addition to the "buy 1" and "buy all" ones?

Ship report should state how much crew space the ship gives.
 
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Thanks for your feedback. It is very helpful. I've fixed some bugs.

Version 1.50:
-adds an option to buy items 10 by 10
-fix a bug where swivel guns could be tp back at the ship
-fix rotary turret of the swivel gun
-ship reports the crew space it gives
-terrain redone along small islands to add beaches
-fix a bug where boarding a pirate ship would result in a defeat
-add an -on/off command to toggle automatic fire
-add some portraits for inventory and cargo bay
 
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Tutorial: Wood seller belongs to France.

Journalist: You can't use pamphlets on buccaneers since they're invulnerable.

Weird one I've noticed a few times, not sure if it's the map or the game: when giving an order to the captain and other units, the captain sometimes sticks to the previous order while the rest of the group obeys.

When taking over a ship, the dialog button sometimes displays the current bounty as well (if it's intentional, the button should be bigger). Do you lose bounty when you switch ships?

Yet another "Port Louis is an interdimensional nexus" one (I always start with the French to get the acceleration powerups): Got a French letter of assassination, did the first journalist quest, and when I clicked the assassination letter the target was over in New Providence. Admittedly it made him easy to find (sidenote, a quest where you do indeed have to kill spies in foreign territory could be interesting).

First tomb island: The eastern cliff at the mouth of the river is walkable.

Meanwhile, the second tomb island is evidently cursed (cursed I tell ye!), because I tried dropping anchor there several times and variously ended up in Kingston cathedral, New Providence tavern, and even back in Nassau (fortunately the ferrymen still worked). The game seems to think I died since it kept reminding me that I can get my ship back.

Executioner's letter displays correctly! Huzzah!
  • Jailor's note is for the gates on both stands.
  • Some of the counted items near the walls float in the air so they can be missed. They should also be closer together since LoS at night can make you miss some.
  • I think some objects might have gone missing or invisible because the code I gave was considered wrong.

This one's on me: I went through the spyglasses and thought they didn't work. However, when I tested them in sequence it turns out the camera being at a low angle makes the distance they add (seem to be) very small. Specifically, if you're in Kingston dock looking straight west, initial LoS is level with halfway up the tower, maxed LoS is almost level with the top of the tower.

Killed multiple LdM pirate ships, but every time the message was "International trade increased to 15%", no matter which country it was for. I had domestic production on for all the manufactures if that changers anything.

Killing LoD bandit lords should have a capped effect on the economy like with the other quests.

Captain should be able to move as soon as the boarding countdown starts.

Maya bosses should NOT be spell immune. It's hard enough to deal with their summons when they also throw Stampede after Stampede after you.

Maybe give a warning when you attack a national ship that they'll be aggressive now (like with the forts).

There's no message for beating the Mayan Priest, or all four Maya bosses.



----

Can you put Thunder Clap as one of the spells?

This might be too impractical to do or even undoable, but could there be more information in the switch ships dialog? Maybe not all the ship's stats, but at least tell you if the cargo and crew capacity for the boarded ship are lower than the current ship so you don't end up tossing cargo or unable to hire crew.
 
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(1.52)

Keep getting "ally's base under attack" messages from the Spanish island during and after the tutorial.

"Count the items" puzzle is still wonky, there were 8 chairs and it didn't consider it a valid number.

Buccaneers can be targeted by pamphlets, great! Even better, you can keep targeting the same one! Just imagine a murderous brute in a tavern completely out of his depths when a socially-progressive young woman comes up to him and corners him against the tavern wall, pelting him with pamphlets until he agrees that yes, slavery is bad and he should feel ashamed of himself for supporting it.

There was noticeable skipping during the tutorial's ship phase, but it seems that's been noticed.
 
(1.52)

Keep getting "ally's base under attack" messages from the Spanish island during and after the tutorial.

"Count the items" puzzle is still wonky, there were 8 chairs and it didn't consider it a valid number.

Buccaneers can be targeted by pamphlets, great! Even better, you can keep targeting the same one! Just imagine a murderous brute in a tavern completely out of his depths when a socially-progressive young woman comes up to him and corners him against the tavern wall, pelting him with pamphlets until he agrees that yes, slavery is bad and he should feel ashamed of himself for supporting it.
Did you try the new maya final boss ? Is it balanced ? I can do a quick hotfix for the buccaneers.
 
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Haven't gotten to the boss yet, if it's like the others you need a level 40+ character.


New Prov merchant doesn't sell telescopes (the shop menu is blank).

Started a hard race, the other ship started off immediately while mine waited and then started in the wrong direction.

There were a bunch of low-level Pirate Galleys (the quest enemy kind) parked on the east edge of the map (where merchant ships spawn), marked as enemies but with national flags instead of pirate (while neutral to nations). I boarded one, got a "We are boarding Pirates" message, and there were no enemies onboard, not even a cargo hold. After reloading, attacked them manually (they didn't attack, I didn't auto-attack them either) and sinking them didn't get any hostility from other nations or leave plunderable wrecks.
 
Thanks for all the feedbacks. I manage to fix a lot of problems.

Version 1.54:
-add spyglass merchant in New Providence
-buccaneers can't receive pamphlets multiple times
-fix jailer code bug
-opponent ship can't move until the race starts
-new Chinese costume reward
-fix multiple idle pirate ships bug
-fix fisherman costume
 
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