To each his own officers. "Corsairs: To each his own!" Almost "Debriefing". Why are there no useful things in the treasure?

Corsairs: To each his own!- a game from the Corsairs series of games, developed by BlackMark Studio based on the Storm 2.8 engine. The game was released on December 7, 2012.

Initially developed as an unofficial addition to the game Corsairs: City of Lost Ships, but later the Akella company, which is the official distributor of all games in the series, decided on a commercial edition. Technically, the game is based on the previous game in the series, Corsairs: City of Lost Ships, which drew criticism for its outdated graphics.

Let's play (in some way a walkthrough) of the recently released game Corsairs: To Each His Own at the Captain difficulty level. I hope you enjoy it. :D Our VK group...

Game process

The gameplay in general terms is traditional for the Corsairs series: the player can engage in piracy, trade, execution side quests. However, many innovations have appeared: for the first time in the series, crafting has appeared (the creation of ammunition, magical artifacts, various potions by the main character), the system for upgrading ships has been radically redesigned, fencing has undergone significant changes, although its animation has remained the same. A distinctive feature of the game is the multivariance of many tasks, including plot ones.

Characters in the game

Main character

Charles de Maur- a French nobleman who came to the Caribbean to find his missing brother. Here he will have to find himself, discover new character traits, face lies, cunning and deceit, find his love, learn the unknown and overcome all obstacles on the way to his goal.

Officers on the protagonist's team

  • Tichingitu- Indian from the Muskogee tribe. After being expelled from his native tribe, he arrived in the Caribbean, where he was caught by Fadey while trying to rob his house. The main character can buy him out of prison and take him to his team. Tichingitu is the only officer in the game who can use a musket. He cannot be appointed captain of a captured ship. You can take Tichingita into your team during the quest “The Gascon’s Burden”.
  • Longwei- Chinese pirate, captain of the light xebek "Meifeng". Trustee and executor of Lucas Rodenburg's instructions. Longwei can be taken on the team when completing the quest " Dutch Gambit”, if you choose the side of the Dutch West India Trading Company. He is a good navigator for the initial stage of the game.
  • Charlie Knippel is an experienced artilleryman living in St. John's on the island of Antigua. Executor of orders for the English privateer Richard Fleetwood. Can join the main character in the quest “The Dutch Gambit” if you choose the side of Richard Fleetwood (English branch of the quest). He is a good gunner officer for the initial stage of the game.
  • Hercule Tonzag- aka Gaston the Bald - the head of a secret organization in Bridgetown on the island of Barbados. Can join the main character in the “Dutch Gambit” quest if you choose to side with the secret organization. In other versions of the quest he dies. An excellent boarding officer and boatswain.

Today we'll talk about a game with an amazing story. Created by a team of Black Mark Studio fans, it attracted the interest of the official distributor of this series of games. Thus, a full-fledged version of the continuation of the epic, “Corsairs: To Each His Own,” was released.

Lots of Easter eggs, updated fleet improvement system. It also became possible for the main character to create things and ammunition. In addition, the world has become more open and the plot less linear.

The beginning, or Where to get a million

In this game you play as the French aristocrat Charles de Maura. Your father has asked you to find his missing son, your brother, in the Caribbean.
So, after you get off the ship in Saint Pierre, Martinique, you have two options for further development of the plot at your disposal. Variety is the beauty of Corsairs: To Each His Own. Quests can be done in many ways.

The first is you go to the authorities. For a beginner it is more correct, but there are some tricks here. Things will need to be hidden, and the weapon will need to be replaced with a harpoon. You can make a stash in the box that stands to the right of the fort gate.

Why such a turn? It’s very simple - then you will be arrested and all your things will be taken away. The governor-general of the island himself will come to the prison with a proposal. He frees you, and you pay off your brother’s debts. The amount is impressive, a million pesos, after all. Help would be useful here, but cheats are not very common in the game “Corsairs: To Each His Own.”

Having agreed, you go to the quartermaster, who will give you a basic set of armor and weapons. If at the beginning you hid things in a chest, further development will be easier. We're just going to see our brother in prison.

The second path of plot development is suitable for more experienced people familiar with the game “Corsairs 2: To Each His Own.”

Here we, having felt the freedom and freedom of pirate life, avoid the authorities and figure it out ourselves. You will need to run around the city and chat with residents. We are interested in the fate of our brother. In the process, you learn about the abbot from one person. Next, the path leads to the church. Benoit, through a friend, will help you get to your brother in prison.

Let's find out about - oh, God! - a debt of a million pesos, we get the first task. Please note, it is temporary. The point is this. Michel paid a deposit for the ship, but still owes 17 thousand pesos. You need to find this amount in three days, otherwise you will end up with a wreck.
Where can I get the money? Let's figure it out.

Call girl

For this quest you will need to find one lord. He usually hangs out in the square near the church. Look for a light-colored camisole and hat. The passage of “Corsairs: To Each His Own” is open and non-linear. Therefore, the name generated is different.

The point is. You need to go to the brothel and negotiate with its owner about the girl Lutisse Montagne. She must be brought to this aristocrat after eleven o'clock in the evening. He gives 6 thousand for all expenses, your earnings are the amount saved.
The secret is that you need to save before accepting the quest. When you receive a task, the cost of a girl for the night is randomly generated. It can be from 2,500 to 5,000 pesos. We load until we get the minimum number.

When talking with the hostess, choose the option that talks about the girl’s inexperience. You can pick it up from 23.00 to 00.00. In an hour it will be easy to manage and take her to the aristocrat.

In the meantime, we have some time, let’s earn some more money. Remember - in the game "Corsairs: To Each His Own" the map of the island is an indispensable assistant when completing quests. Don't forget to check it out from time to time.

Warehouse worker

There is a shop near the brothel. Our path lies there. There the owner will complain about his fate and talk about the runaway worker. We agree to find him. The reward is one thousand pesos. And that's just for discovering it. According to the orientation, it is located somewhere outside the city walls.

Our path lies to the pirate settlement of Le Francois. By the way, we’ll complete two more tasks along the way. They are described below.

So, the worker is in or near the tavern. After talking with him, we understand that the owner of the store is a miser, and Gralam will never return to him.

What can you do. We return with bad news. The merchant is upset, but gives a reward. And, in addition, he promises more if we help him hire a new employee. The higher your qualifications, the higher your earnings. The game doesn't let you relax. What can you do - “Corsairs: To each his own”! The ships will be redeemed soon, remember? So let's push ourselves.

We run to Le Francois. Where to look for an employee? At the tavernkeeper's. He turns out to be a sympathetic little guy. For just a thousand pesos, he will help with the task, but you need to walk for an hour.
While we wait, you can play dice; a possible win won’t hurt. After the agreed time, we return to the tavern and see the applicants. And this is where things get really great. In addition to the fact that the owner will only take 500 pesos for help, the workers also offer you bribes!

We choose the one that gives a bag of amber fragments. We will need the jewelry later, and in the city the store owner will pay us 5,000 pesos for it. But that will happen after the interview. Time is money, so we run to the head of the port department. It starts the quest "Cannibal".

Side quests

On the way to the pirate settlement, you can earn some more money. The first task will be “Scarce Goods”. Do you remember where you hid things at the beginning of the game? There is a city guard standing near this chest. Talk to him. It turns out that he is also French, like you. And his delicate stomach cannot stand the local swill. You will be asked to bring good wine.

It seems to you that it’s difficult to earn money in the game “Corsairs: To Each His Own,” codes would obviously not hurt. All wrong! After this quest you will forget these thoughts forever!

The income from this task is one thousand pesos. Time to complete - 24 hours. Simply and easily. Where can I get alcohol? Check the chests in the fort. If fortune is not on your side, a bottle from any merchant costs seven hundred pesos.

We take it after returning from Le Francois. The guard will be waiting on the upper platform of the fortress in the evening. But it was not there! This is not a mission, but the Klondike! The insatiable French are ready to buy 60 more bottles for 1,000 pesos. What to do? Where can I rob a carriage?

Don't panic! We go to any merchant and for a thousand coins we buy information that there is alcohol in the store. Having gone there, we come across a misunderstanding of the owner. Let's return to the scam. And he demands another 2000 for You need to pay. With this leaflet we return to the seller. You can now buy 60 bottles for P500 each. But! This is a one-time offer, so clear your inventory!

Net earnings - 27 thousand coins. And the card obtained in the next story mission of the game “Corsairs: To Each His Own” will greatly help in the future.

In the city, all quests available at this level have been taken. We go out the gate. But what is it? There is a corpse on the road, and the local aborigines are running away. Let's go through the dead man's pockets. 560 pesos for expenses, sundries and earrings. Save this decoration, we will need it later, when we return from Le Francois.

So, we dealt with the hard workers in the village (the quest is described above - “Warehouse Worker”). It's time to remember the find. We go straight to the Governor General. You can, of course, ask the price from traders, but the price there is lower. De Poincy will give you a “Cheap Map of the Islands” for them. Such a gift will make your passage much easier. “Corsairs: To Each His Own” is a game that is designed specifically for making money in the spirit of piracy.

Cannibals

Tropics, starving local population, sleek European aristocrats... It turns out that the port master is looking for an assistant to his friend. Prospero's daughter was stolen. The poor father used most of his property to buy a musket and is already outside the city walls. We'll run in later to get the money promised by the store owner, now - to save the girl!

We find Trouval near the well. From his story we understand that kidnappings have become more frequent, and this is carried out by cannibal Indians. They get food, so to speak.

In this task, we will not only enrich ourselves financially, but also gain a lot of experience, if there is a desire. Only if fencing is not pumped up, it will be bad. In the game “Corsairs: To Each His Own,” cheats are aimed specifically at this area.

The point is. Father will tell you how to act. If you do this, you will complete the quest quickly. If you destroy all the Indians yourself, without his help, you will gain a lot of experience.

In the cave we find a daughter and another hostage. We accompany them to the city and receive a reward. And this is neither more nor less - 8 thousand pesos, 35 doubloons and a good amulet.
In principle, the minimum of the game “Corsairs: To Each His Own” has been fulfilled. The ships can already be purchased. Do the math, you should have more than 17 thousand in your pocket. However, we still need officers, a crew, and ammunition. In addition, there is a whole day in stock.

How to have a fun night

What to do in a tavern while waiting for morning? Don't sleep!
There are several entertainments to choose from - gambling, duels, "cheating" the waitress. But first things first.

So, dice and cards. You'll have to save a lot here. How to win? Just. We always start with the maximum bet - 1000 coins. We bargain until the opponent agrees. For example, we play for 800 pesos. You win. It's better to save. If he wins, and then begins to drain his bank from you, we rejoice and earn money.
The main thing is not to win very often, otherwise they will call you a cheater and stop inviting you to the table.

When everyone is broke, you can still make money. Accuse someone of cheating. Or drink yourself to the point of quarrel. Duels are won easily, and those killed drop good things and a lot of gold if you're lucky.

The third fun is related to the waitress. You need to flirt with her until she invites you to spend time with her. We order a room from the tavern owner and wait. Instead of the girl, an accomplice appears, eager to rob us. Kills easily. The beauty of this task is that the waitress apparently has a lot of thugs. And from everyone you can get things and money. Without such pranks, the passage will be boring. “Corsairs: To Each His Own” allows you to experience the wild life to the fullest.

Rum for the bartender

Morning. The owner got rich by renting your room “for an hour,” so he’s kind. When asked about the task, you receive an offer to smuggle cargo.
It is important to remember your password when receiving a task! He won’t sign up anywhere, and the quest cannot be completed without him. There are several options, but the most common are: “the bay is ready for landing” or “Old Thomas has been waiting for beer.” We repeat: yours may be different. I'll have to write it down.

So, at seven o’clock in the evening we go to the pier, board the longboat and quickly move to the right of the pier. If the wind is fair, it will be easier, if not, we go in zigzags.
Destination - the ship "Ghost" near Lamentin beach. When the boat from the longboat approaches it, you will need to write a password in the dialog box. You remember him, right?

We receive the smuggled cargo and quickly move towards Le Francois Bay. There you hand over the ship with alcohol to the tavern owner's people, and you yourself go on foot to him. You get 5,000 pesos, a couple of bottles of rum and a gift.

Spanish engineer

We bought the ship. Where can I get the team? That's right, in a tavern. After much questioning and persuasion, the bartender gives a tip. There is one sailor written off ashore.
We introduce ourselves and answer a meticulous interrogation. He agrees to come to you, but only with his entire team. Not bad! 40 sailors at once for 8,000 pesos.

But where can you get a navigator? The tavernkeeper doesn't know. We run to the port. Good people say there is one. He is in prison for debt.

We go to the moneylender. You will have to overpay 11,000 pesos. Or maybe there is another option? Eat. We need to free his friend from captivity. Easily!

Freebies are the basis of the game “Corsairs: To Each His Own”! Quests are complemented by gifts. Hide your gun before meeting a loan shark. He will give you a new one, with cartridges!

At half past twelve at night we go to the beach and fight off the Spaniard from the pirates. The secret is that the first robber you meet must be killed first, immediately after the conversation. The rest are easy to put in. But even the saved one will attack you. We beat him until he gives up.
Now comes the hard part. Patrols roam around the city at night, so you need to avoid getting caught. We save in front of the city.

After completing the task, we get and therefore a navigator.
We are purchasing provisions for the ship. Collect more charges for guns - buckshot and nipples. At the exit from the bay he will attack

It's easy to get rid of. Let's lower all sails. We immediately destroy all the rigging with clips, and then with maximum commands with buckshot. We board and rob. You can't take it for yourself.

"Corsairs: To each his own." "Dutch Gambit"

The second part of the epic is connected with the West India Company. Here you will have to master the entire archipelago. At this stage, you can already have several ships and a slightly more pumped-up crew.

During the second part you will visit Guadeloupe, Cuba, Maracaibo and other places. This is the advice. You will often come across tasks to destroy pirates, or you will meet them while sailing. Always attack several times with nipples, and then constantly with buckshot. Then board. Only this tactic will allow you to constantly win and get rich quickly.

When you're done storyline- the reward will make you happy. A stunning ship and a great experienced officer. Next will be the last part - “Corsairs 3. To each his own.”

Pirate Saga

Hooray! A million pesos have accumulated! Let's ransom my brother. But it's not that simple. The Governor-General took the money, but does not want to release the prisoner. Like, we still need to help him become the leader. Well, what a problem! Go against all the pirates at once!
Compared to this, the second part of the game "Corsairs: To Each His Own" - "The Dutch Gambit" - is just child's play!

But it is not all that bad. There will be helpers here too. Especially if you know the secrets. When you find yourself in Cartagena (it is advisable to raise it), find a pirate in the city. He has a very good sword. Have you already learned how to fight a duel?
To capture Tortuga, you will need influential connections. Next the path lies to Zacharias, to Cuba. He will send us to look for the cartographer. This is how the next branch of the game “Corsairs: To Each His Own” begins - “Island of Justice”.

After the task “Shadows of the Past” we will receive a Morgan flamberge, which has no equal in the entire Caribbean.

At the end of the line, you will kill Levasseur, report the change of power in Tortuga to de Poincy and free your brother. The reward is a frigate with a crew and a privateering patent from France.
But this is not the end of the game "Corsairs: To Each His Own"! The gambit was played out brilliantly. Now we rush to defend Saint-Pierre, our brother's former prison. After all, now our hero is a French officer!

Do you want to become invincible right away? Or is it easy to complete all tasks? We will tell you about tricks and bugs.

So, in the game “Corsairs: To Each His Own,” codes are few in number, but there are a lot of “crude” moments.

For example, when you capture an enemy ship, you can combine his crew with yours. To do this, hold down the “shift” button. You may not succeed the first time, but the next ship will reward you with an endless crew. It's time to bomb the forts!
By the way, about this. With the entire playthrough behind us, “Corsairs: To Each His Own” is not over. It's only begining. No quests. Absolute freedom. We recruit officers from taverns with upgraded pistols and fencing skills, and then use the F2 button to add them to our squad. And among pirates you will have no equal!

Recently, Mikhail Naritsa and Maxim Kulakov conducted two streams on the game “Corsairs: City lost ships", the penultimate part of the cult pirate game series. In this blog I will tell you about the latest installation of the saga - “Corsairs: To each his own!”

For the sake of atmosphere

First, let's do a little historical excursion, for those who are unfamiliar with the series. "Corsairs" is an Action/RPG with strategy elements in an open world. The series has five official games, as well as a number of additions.

The first game in the franchise, developed by Akella, was released in 2000 and became a commercially successful project for the Russian company. Moreover, in North America the game was published by Bethesda, and in Europe by UbiSoft, which is very, very commendable. The second game was related to the first Pirates of the Caribbean film and was released in 2003 to lukewarm reviews and comments. The third part was released in 2005 and was almost universally criticized by both critics and players for being buggy and having a weak plot.

Then the series came under the development of the company Seaward, which had previously worked on fan mods for the second and third games. And strange as it may seem, two worthy games came out of the hands of amateurs - “Return of the Legend” and “City of Lost Ships” (both 2007). The latter was a global revision of the previous part and brought the game mechanics to mind. According to the developers' promises, the fourth "Corsairs" was supposed to be a revolution, but the financial crisis and lack of budget buried the project, and it was never released.

In 2012, “Corsairs: To Each His Own!” was released. (KKS for short), developed by BlackMark Studio, which previously worked on fan-made additions. And, in fact, this is the patient of our review and analysis. KKS is a light attempt to rethink the “City of Lost Ships” (CC for short), introducing a number of new features to the basic game mechanics, which will be discussed now.

Gameplay "Corsairs"



The gameplay consists of three modes. The first is land. In it, the hero, under the control of the player, runs through cities, jungles and caves, fights while boarding and plundering colonies. In this mode, the hero explores the land, communicates and fights with non-writings.

Combat system interesting and complex. The player can hit different types strikes with cold weapons depending on the situation. Enemies surrounded - a circular strike, the enemy sat in the block - a piercing strike. In addition, the hero can equip firearms - both muskets and pistols. The former are more powerful, but take longer to recharge and are useless in close combat, the latter recharge faster, but are weaker. Recharge is automatic. In addition, the hero can equip amulets that will give bonuses to his skills.

The second stage is tactical. In this mode, the hero controls the ship, participating in naval battles with other ships and forts.

The ships are divided into 7 classes: from the tiny tartan to the giant manowar. Ships have three “health” scales: plating, sails, crew. Damage to the hull will sink faster, damage to the sails will slow it down, and on command will force you to reload guns, control the sails more slowly, and will also reduce the number of fighters during boarding.


The third allied ship is not visible, because God knows where it is due to a bug

Even ships of the same type are not of the same type and may have different characteristics. Among them are guns that differ in type and caliber. The larger the caliber, the greater the damage and weight of the guns; the type affects the range and reloading.

The movement of a ship is affected by the wind; some ships move better with the wind, others perpendicular to it. In calm weather, naturally, everyone swims slowly.

The third mode is strategic, in which the hero travels on a global map, which is a Caribbean archipelago with part of mainland America. The player encounters encounters that are pirates or ships from one of the four nations; in addition, the player can get caught in a storm. If the player enters into a confrontation (both with NPCs and with the elements), he is transferred to the tactical mode, which in turn, in the event of a boarding, goes into the land mode.

Leveling up characters



Characteristics are represented by the PIRATES system: Strength, Perception, Reaction, Leadership, Learning, Endurance, Luck. They affect the character’s skills, giving an increase to certain points. A strong hero hits harder and carries more things; a leader has a better-behaved team and officers.

In this part, the characteristics affect exclusively initial stages game, as it has an extensive plot and does not focus on freeplay. This means that the developers are forcing you to be a terminator, both land and sea. Which in turn gives little space for roleplaying, since the plot is set on rails, which, however, sometimes offer the player a very serious choice.

Abilities are divided into land and sea. The first are responsible for all sorts of increases in stamina and health, are responsible for the ability to handle pistols, and so on. Upgrading ship abilities allows you to open up new opportunities in naval combat. Boarders will allow you to capture ships from a great distance, inflict preliminary damage to the team with a musket salvo, carpenter skills will allow you to effectively repair a ship in battle, and so on on the list.

However, before using ship skills, you need to hire the appropriate officer with the same leveled skill. Have you upgraded your cannon damage bonuses? Be kind enough to appoint a gunner with the appropriate ability to the position. In addition to the gunner, the ship has the following officers: a navigator (speed, maneuvering), a boatswain (boarding), a doctor (protects the crew in battle), a treasurer (trade), a carpenter (repair) and three boarders who accompany the hero on sea and land. Officers can combine up to three positions on a ship with appropriate skill. In addition, the ship can transport passengers and prisoners.

And finally, the hero’s skills. They are also divided into personal and ship. Personal are responsible for handling different types of cold and firearms, and are also represented by secrecy (responsible for successful forays into an enemy fort under a false flag), charisma (reputation and leadership) and luck.


Even with 100% luck, the game trolls you like the first Witcher

The ship's officers are responsible for: navigation (control of ships of different ranks and the ship as a whole), accuracy and guns, boarding, repairs, trade and defense. Skills are upgraded as in the TES series - with practice.

Difficult? Enough. But, like contour maps is not as incomprehensible as it seems at first glance.

The player can complete quests, most of which are repetitive tasks. They can be issued by prominent figures of the colony: merchant, moneylender, shipbuilder, port manager, priest, governor. In the city, NPCs may approach you with a request: to transport or accompany you somewhere, to find someone. As a reward, the player receives pesos or doubloons, an increase in skills during the completion of the task. Quests also affect the character's reputation: failed tasks will lower it, which in turn will not allow you to do some things in the game (playing cards with governors, for example), and can also incline officers to mutiny if they have a reputation opposite to the player.

So, the very large introductory part is finally over and we can move directly to “To each his own!” where this blog started.

I must say that I played the game back in the year it was released, in 2012, and then it was, to put it mildly, a disaster. The developers clearly went too far with the hardcore, and as usual for the KKS series, they had a bunch of bugs at the start. Now it’s 2018, and it would be nice to check not only the presence of qualitative changes in the game (fortunately it is still supported), its strength, but also the series’ compliance with the realities of current game design standards.

KKS is almost no different from GPK in terms of the basic part of the gameplay. All the same three modes, the same Storm Engine, which overclocked the very first part. However, there are still changes.

Craft appeared. The player can make potions and others useful items such as amulets, paper cartridges, and means of determining latitude and longitude. Crafting is simple and quite useless, it does not affect the balance in any way and is used, often only because of the periodic need to determine the location.


And there are probably grenades here too

By the way, about this - new mechanics after all. During quests, sometimes you need to find an island hidden on the global map, or some specific meeting place, which is helped by an astrolabe, compass and chronometer. Such an innovation fits in well, does not cause any particular rage because of its crookedness and, most importantly, looks appropriate and authentic.

They reworked the concept of amulets. In their current form, they do not operate together from the hero's inventory, but only when they are directly equipped on the character. Moreover, their action is limited in time. Again, this is not a serious innovation and does not have a significant impact on the gameplay, because you can do without them. They are rather a small bonus, which is not significant for a pumped-up hero.

But a more or less significant innovation is the new currency in the game - doubloons. They are more expensive than pesos and, unlike them, have weight, so it won’t work to carry thousands of them. The new currency is used mainly in quests and is of little use in freeplay, since pesos are generously poured in both for quests and for boardings. Doubloons, it seems to me, were introduced only for the sake of extra spokes in the player’s wheels. Like many things in this game.

Compared to the GPK, the KKS ship fleet has expanded slightly. New items were added, some colonies came into the possession of another power, and a little more random events and quests appeared. The F2 window has been slightly changed. In short, the developers touched on a little of everything, without touching any vital organs. Almost.

KKS, following the second “Corsairs” (the same as “Pirates of the Caribbean”), made a big story campaign. And it is the main innovation of this part. The main advantage and the main disadvantage at the same time.

Main quest and game problems



Walkthrough of the plot “To each his own!” Taking into account additions, it takes about 70 hours. Not counting saves/louds.

The second half of the 17th century, the heyday of piracy in the Caribbean, the era of a collision with the unknown and not yet known, the struggle of the powers of the Old World for the redistribution of the New. A young nobleman, Charles de More, arrives from Paris to the French colony of Martinique - a typical rake who wasted his life senselessly in high society until he was 25 years old. He was called to America by family duty - it was necessary to rescue his half-brother Michel de Montpey from the French prison in which he was imprisoned for a debt of a million pesos by Governor General Philippe de Poincy.

Naturally, everything will not be so simple, even after the protagonist’s brother is free. But we still have to go before that. The game starts with a fairly detailed introduction, in which you complete simple quests and become familiar with the game mechanics. As a result of the starting tasks, you will have control of a ship, a crew, possibly first officers and, most importantly, experience in doing business in the Caribbean.

Then the macroquest begins, during which the hero actually earns the coveted million pesos in one way or another. This is one of the few tasks in the game that asks you to choose a side in the conflict. In this case it is: Holland, as well as two different options for England. And here both the advantages and disadvantages of putting the plot at the forefront begin to emerge.

As already mentioned, the plot is very large, sometimes it even seems endless. The plot itself does not shine with some kind of genius; the player is more interested in participating in local fights, getting from one adventure to another, which is why a crowd of characters flashes in the narrative, whose names (if not their existence) you will forget when completing the next quest. The tasks, although well-developed, are quite similar. But, it seems to me, this will not stop the Corsairs lover, since the gameplay itself is the same beloved and unique Corsairs.


Sometimes the game wants to fuck you

But what is a problem is the saves/lows mentioned above. I can’t even guess how many times I rebooted in this game, if you believe the statistics at the end of the game - 419, and this doesn’t even count the fact that I had to replay some moments.

If earlier the game had troll encounters and troll storms, then troll wind and troll time were added to them. No, they were also present in the Civil Procedure Code, but here they lead to complete exhaustion.

The game has become indecent big number quests that require completion within the allotted time. And everything would be fine, but the wind troll puts the spokes in the sails every time, so failure of quests as a result of being late due to unfavorable wind is a common occurrence. There are often times when you seem to be completing a quest and find out that it has already been failed for a month (in my case it was “The Pirate Saga”) because you were late. And no one tells you that there was any time limit - load an earlier save, start a few hours of the game again.

And no one is stopping developers from increasing the time it takes to complete a quest or one of its stages by several days. No one is stopping you from adding more notes in the ship’s log in the spirit of “we need to hurry.” And in the end, instead of hardcore, this results in nothing more than crooked game design. Something like a lite version of troll games.

We are no longer talking about directly completing quests. The game has an indecently vulgar number of situations like this: the hero is left alone with a crowd of enemies - fight them. And in the end, it’s not interesting, but again crooked and even funny at times, especially if you play with shoot-and-run tactics. The only thing missing is the music from “Benny Hill” or “I Got You Babe” if this episode is replayed several times. Or something more authentic, like a cut of Chuvash anger.

And you think that's all? Damn it, the game can bring surprises, for example, force you to collect some amulets or dueling pistols throughout the archipelago. And if the latter is even more or less excusable (no), then the first is a facepalm. And then they will force you to look for all sorts of plates, large pearls and candles. And yes, all this is not something impossible and hardcore, it is rather infuriating with its absolutely dull and unoriginal routine.


No, I'm serious, clearing locations alone is complete bullshit.

Let's return to the plot, which I will now mercilessly spoil. The fact is that it was interesting for me to go through the main quest as a fan of this series, but as a person interested in all sorts of cinema and other subjects, the game began to disappoint me from the second half.

Why? Because there is no problem or idea in the story. In fact, this is just another game on the theme “the boy was on his way to success,” and that’s all. The change in the main character and the revelation of his inner qualities are shown quite well. That's all. And the story does not have any core around which the game is built. The hero spends more than half of the plot in subplots, solving other people's problems over and over again. Therefore, it turns out that the story is not about two brothers, but about how one of them wandered around the Caribbean for months, so that then the second, with one dialogue, sent him on another voyage.

And besides, after crossing the equator of history, the paranormal actively begins to invade the plot. First we have a terrible curse that keeps the pirate on the ground. The woman herself, naturally, died a long time ago, and now exists in the form of an almost indestructible corpse that revives other skeletons. Is this not enough for you?

How do you like an entire Indian island made up of dead people? Cool? How do you like the fact that the plot descends into Indian game related to the rebirth of gods and time travel? Amazing? Of course, this is so in keeping with the spirit of pirate adventures, which are made quite realistically, and most importantly, presented with a serious tone.

And as a result, as I progress through the story, I have a double feeling. It seemed like it was not bad, and it was quite exciting to go through all this; I was pleased with the rare opportunity to have different options for completing the quest. But the crookedness of the game design and the occasional wildness in the plot make the gameplay almost unbearable at times. The main distinguishing feature of the game turns out to be its weakest feature.

What besides the plot? Yes, the same endless “corsair” freeplay, in which the player entertains himself, and which I have already written about in sufficient detail above. By the way, the developers decided to get rid of the national quest lines due to the vastness of the plot.

DLC for the game cannot offer anything significantly new - they are macro-quests for several hours of playthrough, with all the disadvantages and all the advantages of the main game. It makes no sense to talk about them in more detail, and it seems to me unnecessary.

Results



These are the elaborate, contradictory, complex, crooked and unique “Corsairs” they are. What can you say about “To Each His Own”? We can say that the mechanics of the game in 2018, although they still look fresh and interesting, reek of the budget game development of the early 2000s. By the standards of the series, the gameplay was, in general, the same as in 2003 and 2007, and it remains the same. And for a modern gamer, this is, by and large, a death sentence, because KKS does not forgive the player at all. And some old people or even those who have played before may simply get tired of playing the same thing.

The immortal Storm Engine produces graphics that are, by and large, ten years old (at the time the game was released), periodically bugs in such a way that it can ruin the save or crash, and is also not friendly with minimizing; and I’m not even talking about the periodic appearance of crooked scripts, when something didn’t happen as it should, and in the end you can’t leave the location because everything is locked. And, of course, we should not forget that the dialogues are not voiced, and the gameplay sometimes amounts to ten minutes of reading the text at the bottom of the screen, and even if there is no voice acting, then what can we say about the production.

The plot, which started out sounding good with realism, slipped into a paranormal shambles, which, to be honest, was not very fun to go through in the finale due to hackneyed techniques in the spirit of the same crowd of enemies for one player. However, this is still a good adventure that will captivate a fan of such games for dozens of hours.

"To each his own!" can offer the same unique pirate experience that no other game has been able to provide so far. “Pirates” by Sid Meier and AC IV: Black Flag are light arcade games, in comparison with which any part of “Corsairs” seems like a real simulator of the life of a sea wolf.

Therefore, I would advise doing this. For beginners and those unfamiliar with the series, I advise you to completely forget about the plot in the first playthrough and engage exclusively in freeplay. And only then, having gained experience, begin the plot. I wouldn’t advise old-timers to hope for some kind of revelation, but I would recommend playing it in view of the fact that there is simply nothing like it on the market - and this game, with all its ambiguity, is capable of satisfying a feeling of nostalgia and giving at least something new.

And the best “Corsairs” are still “The City of Lost Ships”.

Passengers

On the left side of the form there is a list of all the characters collaborating with the player. The same list contains all the possible positions of your officers.

There are four types of characters in the game:

Passenger - characters that you took on board with the goal of delivering to some place and receiving a reward for it. Passengers also include officers whom you have hired but have not yet appointed to a position (hereinafter they will be called free officers).

Officer - a character who performs the functions of your officer.

Companion- if you agree to accompany the ship of any merchant, he will become your companion for the duration of the trip. Also, those officers whom you entrust to control the ships of your squadron become companions.

Prisoner - this character is on your ship against his will, and you can always get a ransom for him or offer to become your officer if he is a pirate. You can captivate any passenger on your ship when he begins to resent the long failure to fulfill obligations to deliver him to his destination; Also, those captains who surrender to you upon boarding become prisoners. The prisoner can be interrogated in the hold of the ship, and also find out his identity. Then you can obtain a ransom from the authorities of his state. The largest ransom amount is given by the governor of the same nation as the captive, but they also have a range of prices across different cities.

Officers

If main character not strong in any skill, he can hire officers to perform the required functions more efficiently. For example, if you specialize in trade and defense, you might need a navigator and a gunner, while an experienced sailor would need a purser and a carpenter. A hired officer increases your skill by the difference between your level and his level. So, if your navigation skill is 33, and the officer you hired is 43, then your skill will be increased by 10 points. In the case where your skill is increased by an officer, the difference will be highlighted in green.

Note: The penalty for the ship class is calculated from the navigation skill, taking into account the navigator’s skills.

The main character can appoint officers to the positions of Navigator, Boatswain, Gunner, Doctor, Treasurer, Carpenter andBoarder. Each officer can increase only the skills and abilities specific to him. There are a total of 9 positions on the ship for officers and one captain - the hero himself.Boarding officersYou can nominate three. These officers will accompany the hero on land and during boarding, covering him with their body, sharp steel and pistols. Equip them with bullets, elixirs of life and good blades, corresponding to their type skills (for example, masters of heavy weapons should be given swords and axes, then the damage will be maximum). Officers have part-time and part-time generalist abilities. These abilities allow one officer to occupy 2 or 3 positions at once, respectively. Thus, only three officers are enough to help the main character as effectively as possible with their skills and abilities and at the same time also serve as his bodyguards in battle.

HiringAndappointment of an officer

Worthy candidates for the role of officer can be found in taverns. Usually they sit at tables and offer their services themselves. When hiring, you can look at the character’s characteristics and pay attention to his skills and abilities. Having paid the rate they requested, the officer becomes the hero's passenger. Then he can be assigned to the position of a ship’s officer on the “Characters” form or made a companion by purchasing or capturing a ship. Every month, officers and sailors are paid a salary; officers can occasionally ask for an additional increase or categoricallydeclare disagreement to workwith the hero if their loyalty has dropped to zero.

Assignment to a position is carried out by double-clicking or pressing Enter on an empty officer slot. In the list that appears, select the desired candidate and click the “Appoint” button. Below the list of passengers there will be tables of characteristics for the convenience of deciding who is best assigned to what position..

The purpose of the companion is discussed in the “Ship and its characteristics” section.


Removal from office and dismissal

Removal from the position of an officer back to passengers is carried out by double clicking or pressingEnteron an officer holding a position in general list passengers.

You can fire an officer in dialogue by meeting him on land, if heboarder, or in the wardroom, if he holds a different position.

You can fire a companion by first removing him from the ship (cm. section “The Ship and Its Characteristics”), and appointing an officer to appear in the wardroom or on land.

"Pumping up" officers

Officers, like the main character, gain experience in their skills by the fact that they perform actions using these skills. For example, an officer's skill with light weapons will increase if he is armed with a rapier and actively uses it in skirmishes. Companions will have increased ship skills. Also, the experience gained by the hero will be distributed among all his passengers: officers - 25%, companions - 16.5% and the rest - 5%. If the hero has the ability to “share experience,” then the value increases to 50, 33 and 10 percent, respectively.

As the officer's skills increase, his rank, life, and free ability points appear, which the player himself can distribute.

Officer's outfit

You can see what any passenger has in their pockets on form F2/Items. But it is impossible to transfer and equip items for officers there. The transfer takes place when the officer and the hero are in the same location.Boardersfollow the hero everywhere, and officers of other positions can be found in the wardroom (on ships that have one). The hero approaches the officer and pressesEntercalls the command menu, selects exchange there, after which an interface similar to searching corpses and chests opens (cm. section “Searching Chests”). During combat, exchange in this way is only possible if the hero has the “exchange experience” ability. Equipping items is carried out automatically; the officer himself chooses the best saber and pistol for him, according to his skills and attributes of the weapon.

The second method: you can purchase items from merchants directly into the officer’s pocket, the equipment will be automatic upon exiting the trading mode. Sell ​​equipped in this moment item is not allowed.

Loyalty and salary

An officer's loyalty is determined by his reputation and the actions performed by the hero. "Good guys" will become less loyal if the hero does "dirty things" and vice versa. If the loyalty bar on the F2/Characters form has dropped to zero, then such an officer will leave the hero at the first opportunity, and it will not be possible to stop him.

Every month, payroll includes payments to officers, regardless of their current position. The higher the officer's skills, the more money he will demand.

Sometimes, after being with the hero for some time, the officer may “kick” and want to leave the hero for free bread. A small one-time cash prize can stop such a “sufferer.”

Corsairs To each his own Introduction
“Corsairs, to each his own!” - a new game a young “privateer” series telling about the fate of the sea wolf Charles de Maura. New blood in the line of “filibuster” role playing games will once again make all fans of the genre feel the salty sea breeze and the alluring aroma of someone else's prey and leave their mark on the stories of Caribbean pirates. The adventure begins!!!
Corsairs To each his own Features
Large-scale, realistically detailed map of the Caribbean of the 17th and 18th centuries.
Numerous fleet of ships from the times of the pirate “kingdom” in the South American seas
A system for making items and potions that is unique to the genre.
Advanced hero development system
Fencing close to reality
A wide selection of weapons, from rusty knives and rotten pistols to heavy swords and powerful muskets, as well as amulets and artifacts
Corsairs To each his own Minimum system requirements
Operating system: Windows XP
Processor: Intel Pentium IV or AMD Athlon 2.0 GHz or higher
RAM: 1 Gb
Video card: 128 MB DirectX 9.0 - compatible 3D - video card
Free HDD space: 12 Gb
DVD-ROM (if the game was purchased on disc media)
To activate the game you need an Internet connection and authorization in the steam service.
It is mandatory to use the frame rate synchronization mode with the vertical scan frequency of the monitor (V-Sync, vertical synchronization) in the game
Corsairs To each his own Conflicts
QIP: May cause slowdown when receiving messages. Critical crashes may occur if the mode for displaying received messages as a pop-up window on top of full-screen applications is enabled.
Punto Switcher: background clicks and crackles when using some keys, crashes in the game application until it crashes. Fixed by adding the game to the Punto Switcher exclusion list through Settings/Applications.
Antivirus programs: can cause slowdown of gameplay, short-term drop in FPS during naval battles or character movements during the daytime along the streets of settlements.
Windows 7, compatibility mode with XP SP2 or XP SP3: anchorages disappear in navigation mode (“Sea”).
Fixed by disabling compatibility mode.
Windows 7, installing the game on the system drive: game saves are located outside the SAVE folder (directory).
Use the system's built-in Search by save name.
Sometimes the sound of the game starts to work discretely, intermittently, and extraneous clicks and wheezing are heard. To fix the problem, correct the value of the parameter UseMM = 0 in the engine.ini file in the section (it was UseMM = 1).
The laptop keyboard does not have a NumPad. To take advantage of the advanced slowdown and acceleration capabilities, you need to enable its emulation mode (usually the key combination (Fn) + (NumLk)).
Ultra-compact models may not have this mode. If you are using a mouse with extra keys, then assign (Num+) and (Num-) to its unused buttons (use the On-Screen Keyboard to “click” these buttons in the mouse setup program).
Corsairs To each his own Character
The development of any character in the game directly depends on the values ​​of his initial characteristics. Characteristics are measured with values ​​from 1 (minimum) to 10 (maximum) points. You can view the characteristics of the hero, his officers, companions and passengers at any time by double-clicking with the left mouse button on the portrait of the selected character in the F2 Characters tab.
Power, Strength: allows you to hit hard or carry a lot. A defining characteristic for skills that require great physical effort, especially for weapon skills and mastery of blades of the “Sabres and Cleavers” (ST) and “Broadswords and Axes” (PT) types.
Affects the carried weight and the number of hit points.
Impression, Perception: the ability to see and hear. Without a good eye, cannon balls are unlikely to fly towards the enemy.
It has a particularly strong effect on the skills Accuracy and Stealth.
Reaction, Reaction: coordination of movements and manual dexterity. A clumsy person's saber will certainly get stuck, and the grappling hook will get caught in the pants of its owner. Required for such skills as: Boarding, mastery of blades of the “Rapier and Epee” (RS) and “Saber and Cleaver” (ST) types, skillful handling of “Pistols and Muskets” (PM).
Affects the amount of maximum Energy (any character initially has 30 energy points and each Reaction point adds another 10 points).
Authority, Leadership: the result of a combination of a courageous, wounded face and a well-hung tongue. The leader does not need to resort to force to take possession of the goods of a successful merchant; the latter himself will give up all the supplies. The best people will follow the leader, and beautiful women will be waiting at every port.
Leadership is a necessary attribute for skills such as Charisma and Trade. Affects the number of free officers ready to join the protagonist's current team (2 * Leadership).
Talent, Learning: knowledge, wisdom and the ability to quickly make the right decisions. A talented character will be able to quickly reload a weapon or easily reduce the price when hiring an officer. Handling navigational instruments also requires intelligence.
Affects Trade, Cannons, Navigation and, most importantly, the rate of growth of the game rank and the character’s acquisition of new abilities.
Corsairs To each his own Company of a hero
On the left side of the “Character” form of the main game interface block (in the F2: Characters tab), a list of all characters collaborating with the protagonist at the time of viewing is organized. The same list contains all possible positions of your officers.
Characters who are members of your hero’s company can belong to one of four types:
Companion. If you agree to accompany the ship of any merchant, he will become your companion for the duration of the trip. Also, those officers whom you entrust to manage the ships of your squadron become companions
By turning to “thinking out loud” in the cabin of the flagship ship, you can invite any of the companions to talk with the hero and give orders regarding his ship and its behavior in upcoming battles.
An officer is a character who took up an officer position (or positions) on the hero’s ship. Officers whom you have hired, but have not yet appointed to a position, released from office, got rid of a ship they controlled, or picked up at sea after its death are placed in the same category. In the future we will call them “free officers.”
Passenger. Characters that you took on board with the purpose of delivering to some place and, as a rule, receiving a reward for this. Passengers of your ship also include quest characters (participating in story-based game events) characters on board the ship.
A prisoner is a character who is on your ship against his will. Any prisoner can be interrogated in the hold of the ship, and also find out his identity. You can most often obtain a ransom for him, and if he is a pirate, recruit him into the hero's campaign. You can captivate the passenger whom you have undertaken to deliver when he begins to resent the long failure to fulfill the obligations of delivering him to his destination. Those captains who surrender to you during boarding or are raised by you while on boats at sea also become prisoners. The largest ransom amount is given by the governor of the same nation as the captive, but it fluctuates, as does the opinion of the governors themselves about the value of the captive. Captured captains can turn to your hero with various requests. Don’t avoid communicating with prisoners: maybe it will bring benefits, who knows?

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