It is a superb feeling to see all that hype building around the upcoming announcement trailer! As we count down the days to September 23rd at 1 p.m. PST, it’s time to kick off a series of posts from our Discord server. Over the past few weeks, we've been hard at work, sharing development updates and juicy insights, and we wouldn't want you to miss out on any of it.
But first, a reminder of two super important links that you'll find incredibly useful:
Our Discord Server:
Don't hesitate to drop in and say hello. It's the ideal place to be if you're keen on staying in the loop about the game. Here's a spare link if the banner above doesn't work for you: https://discord.gg/CaribbeanLegend
Thank you once again for your support, and we can't wait to share more exciting content with you in the days leading up to our big announcement!
Now let’s talk about…
El Cazador
The Cazador (The Hunter) is a ship with an intriguing history and has been my personal favorite since the days of developing the Flying the Jolly Roger DLC. I've always had a strong desire for a unique, proper mid-game galleon, bridging the gap between early-game quest ships and the Gryffondor. My aim was to terrorize everyone during the Saga quest and to beat the Caleuche with style.
However, we ended up with the Toreador, which I strongly dislike for several reasons:
You acquire her rather late in the mid-game;
She's the reward for a quest with the tightest timers in the game;
You have to abandon her during the infamous siege of Cartagena;
I probably just suck at playing this game.
The Cazador, on the other hand, is a different story. If you're a skilled seaman, she can survive in line combat and her 32-pound cannons can make life miserable for even a second-rate warship. My current thinking is to reduce her speed and allow her to carry more men. Voilà! A compelling alternative to the Toreador until the Gryffondor arrives, dozens of hours later in the game.
She's no easy prize. Remember the crazy battle of Isla de Coche? With the updated Cazador as the flagship of the Spanish flotilla, the fight will be even tougher. Even if you emerge victorious, I must caution you that she is the property of Casa de Contratación. The higher-ups may take offense, but there is a silver lining as they'll be displeased with Charlie Prince, not Charles de Maure.
That wraps it up for today! Tomorrow, we will talk a bit more about the progress we are making at the colony development department.
ːseawolvesːGet ready to mark your calendars for September 23rd at 1 p.m. PST. Follow this Very Important YouTube link to make sure that you won't miss the big event:
The journey has been quite challenging. Three years of development, and about a year ago, we hit a storm and lost our way at sea. But fear not, we're back on course and sailing full ahead to give the Sea Dogs series another push forward.
After putting the most recent build to the test, I can genuinely say it's been worth every moment. You're in for a treat ːbootyː. We're not just talking about significant upgrades like enhanced visuals, numerous quality-of-life features, new ships, and quests. We've poured hundreds of little details into SD: To Each His Own to make it an even greater game.
For those who've been keeping tabs on our Discord, you've likely noticed the increased daily activity from the development team. Now, we're ready to keep you informed right here on Steam. ːjollyrː
The big news is that the game will have a new Steam page and a fresh title, as we're saying goodbye to the SD: LE page. Nothing worrisome has occurred; it's mostly due to mundane business reasons. The new page is set to arrive very soon, and it will be crafted with care. You are going to love it!
We're also returning to our regular news updates, so expect daily doses of information from this point forward. And, as always, don't forget to join our Discord server.
Thank you for taking the time to read this. It feels great to be back.
After four years of development by a team of three, we’re so excited to finally let you play the full game. It’s been a long and difficult journey, but we’re proud of what we’ve managed to create, and we hope you enjoy it!
The prologue quest from the free demo is also included in the full game, but if you’ve already completed it, you can skip it when you start a new game. If not, we highly recommend keeping it enabled - the end of the prologue is an important moment that sets up the story for the rest of the game!
In the main quest, you get to choose which faction to join after a brief intro sequence, and the game opens up after that. You can follow the events of the story or explore the open world and do as you please - the choice is yours!
As always, we really appreciate your feedback! If you have any comments, questions or bugs to report, feel free to join our Discord and let us know.
We will be on the lookout for bug reports and will focus on fixing any serious bugs over the next few days, so please bear with us if you experience any issues.
Also, very important update! We postponed the release of the Legendary Edition till Q2 2022 due to big and sad events happening right now in the region where the most of our team is located. We will get through and will present you with a polished and fun game - of that we are sure! Thank you for udnerstanding and being there with us!
This Sunday we will be running a voice chat in Discord. Everyone is welcome to join and ask us anything about the future of Sea Dogs and the upcoming Legendary Edition.
The next Dev Diary will be published next week - we have made a lot of progress since the last one.
For example, we created the new design for a British warship.
In addition, we are nearing completion of an alternative version of the Caleuche, the infamous ghost ship.
This week, we ask you to support an indie game which doesn't have the power and weight of a large fanbase like Sea Dogs. However, one day this will change - we are sure of it!
You can even try it right now for free if you're interested! This game has an average user rating of 90%, so perhaps you will enjoy it too, just like thousands of other players did!
The next Dev Diary will be published next week - we have made a lot of progress since the last one.
For example, we created the new design for a British warship.
In addition, we are nearing completion of an alternative version of the Caleuche, the infamous ghost ship.
This week, we ask you to support an indie game which doesn't have the power and weight of a large fanbase like Sea Dogs. However, one day this will change - we are sure of it!
You can even try it right now for free if you're interested! This game has an average user rating of 90%, so perhaps you will enjoy it too, just like thousands of other players did!
Our release date was moved up to Q1 2022 due to the volume of feedback we were receiving over the past months - our task list almost doubled.
While we won't be able to include all of it in the release, we will continue to release free updates. Thanks to the major upgrade of the game engine, you won't have to start a new game each time we air something big.
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The extra time spent waiting for the release will be compensated by a free update that lets you play some of the content from the upcoming Legendary Edition. It’s almost done and we expect to launch it in late January.
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Remember the warships from the original game? Their textures were bad, and their models were clunky. Our team is currently reforging all warships in Legendary Edition so that they project respect, fear, and power. We have already finished the Dutch and French warships. The Spaniard is currently in progress - you can see it all below!
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The Legendary Edition will feature a whole new ship. Perhaps a pirate/raider galleon that shines in the midgame. We feel that there is a gap between quest post ships and warships in the game.
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There will be a change on a certain island in Legendary Edition. If you ever wished for a proper pirate base, you will surely get one! See some work in progress screenshots below!
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When will we update screenshots and a trailer on the Steam Page? Although we have already taken care of all the necessary music and voice overs, we want to take pictures and video footage from a build with maxed out visuals, new locations, new weather, fog, sky, etc. We don't have such a build ready yet, but we are not far from it now - the Steam Page will be updated early next year.
Make sure to join our Discord channel for a direct line of communication with developers and exclusive materials about the game and its development!
1.7.3 is live - after several months in beta. The game is stable, we fixed hundreds of bugs and crashes, added modern systems support, made dozens of quality of life improvements - all with your help!
1.7.3 and revised Storm Engine will become the technical core for the upcoming Legendary Edition - with all its new content, graphics update, re-balance and more!
Important detail! Some of the improvements won’t be available for x32 users. New game is required only for x64 users, unless they convert their save file - the instruction is available in the root folder of the game. See README.txt - thus you won’t have to start over.
In case you want to remain on 1.7.0 - simply select the 1.7.0 branch in the Beta settings of the game in Steam library.
All this sounds like a big deal, but it's a price we had to pay in order to completely revise the engine - Legendary Edition will work only on x64 machines.
As usual, we welcome everyone to join Sea Dogs official Discord server- exclusive content, feedback, community rewards - all there at the link below.
Full changelog:
-------------------------------------------------------- Special thanks to: mitrokosta, Slayer, Captain Beltrop, Desperado, Bel Amour, cooodesloth, kokkai, Hokkins, os_, espkk, Paul_US ---------------------------------------------------------- Storm Engine:
DirectX 9 - only x64;
Scripts unlocked, modding is now available;
Better save file handling - frequently used save slots no longer cause long loading and crashes;
Better combat AI - friendly fire is not the devil it’s used to be;
Better combat AI - enemies with sabers will hack more often, and those with sword will prefer stabbing;
Storm engine rebuilt with MSVS 2019, Steam API 1.5 support, numerous optimization tweaks - only x64;
Newest version of fmod sound engine implemented - only x64;
Newest version of Steam Api implemented - only x64;
You can now command allies and companions to sail in a specific direction (8 points of sail);
Active Map mod is now integrated into the game, however you will need an excellent map to use its features;
Happily Ever After DLC weapons can now be found in second-stage treasures;
You can now see some additional sea life inhabiting the shores;
Direct Sail mode - an experimental feature that allows you to roam around the world without using the global map at all, disabled by default;
(To enable the feature, open PROGRAM\_settings_.h file with notepad and change the DIRECTSAIL define value from 0 to 1)
Gunpowder quantity is a part of the combat GUI;
Stored loot in the Captain’s cabin now gets redistributed in different chests after the change of a cabin;
Now you can give items from your cabin chest to an any officer onboard;
You can now resize HUD in the settings to your liking;
Special officer/companion dialogues for Tonzag, Helen, Mary, Tichingitu, Longway, Charlie;
The game now supports hi-poly 3D models (up to 16k polygons) - only x64;
In-game FPS counter (engine.ini show_fps = 1 or 0);
Fixed calculations of critical damage for armors;
Fixed certain amulets and talismans;
Pressing Space button during boarding won’t commence the next stage of boarding anymore;
Sorting the trade list has been improved;
Extra settings has been moved from settings_.h in the game;
Hot keys have been added: fast travel, ammo type (press Alt), weapon type;
Added alternate buttons for feint and parry - Z and C by default;
The game will no longer crash in massive sea battles;
Fixed the scrolling in the save/load menu;
Overriding a savefile should no longer cause any potential issues;
Fixed the issue that caused stability problems on different Windows versions and a crash on OC Linux (Wine) - only x64;
F8 now makes .png screenshots (borderless screen mode only) - only x64;
Fixed the nasty bug that caused ship guns to multiply;
Global map coordinates system is optimized, micro freezing should no longer be an issue - only x64;
The sea and the weather init files optimized;
Automatic memory dumps (for testing and debugging) - only x64;
Fixed the 99% sails health bug;
Numerous fixes in Russian dialogs;
Fixes for Danielle and Helen (can’t change their weapons, can’t assign them as your companions after they fall in combat );
Minor fixes of locators, locations names;
The Caleuche can no longer gain overboosted stats;
A minor addition to the main menu scene - only x64;
Added one more Manga Rosa, fixed a location for Porto Bello Manga Rosa;
Quicksave is now blocked during dialogues;
Multiple Helen-related crashes during loading a save game fixed;
Shop prices now update correctly after a successful auto trade;
Numerous fixes of bugs and exploits related to immortal boarders;
Church donations fixed if a character has the max reputation already - everything should work just fine after another donation;
Gamble fix - you can’t increase your stake infinitely by clicking on a dice;
Gamble fix - you can’t draw another card during a drawing animation;
Gamble fix - from now on, won or lost money will be added/withdrawn simultaneously after each game;
Gamble fix - experience points from uneven stakes are being calculated correctly now;
Fix of the disloyal officers running away from stationed ships and still occupying their slots;
Equipping an armor in the sea should now work correctly;
Fix of the incorrect location exit at Governor’s Bay;
Hard Hitter perk works accordingly to its description now;
Three-barrel shotgun multi damage should work correctly now;
Dexter now buys correct amounts of provisions for Justice Island;
Off-bow angle minimum is now set to 10 degrees;
Fixed - NPCs never used to equip their multi-barrel guns;
Escape button skips global map encounters;
Helen can be assigned as a companion after the wedding;
Panama prison locator is fixed;
Panama bandits from imprisoned smuggler quest won’t send you to a non-existent cove;
License request in a fort is now fixed;
Shipyards no longer get locked after a stolen tool quest;
You can’t have romantic interactions with Helen before the certain point in the plot;
Drugstore’s chest is now opened;
Los-Tekes dialogs fixes;
Stunning in combat now works as designed - randomly, a dice is thrown after each hit;
Ksocheatem skeletons improved in terms of armament and models diversity;
Gino doesn’t mind you stealing from your own house;
Marcus Tirex naval AI has been improved during the siege of Cartagena;
Leaving the ship transition menu now leads back to the ship overview UI;
Numerous localisation and crash fixes;
------------------------------------------------ Quests : Over 60 fixes and improvements to quests all around the game, including the following:
(Delicate business) It’s now possible to go into combat mode after escorting the captain and surrendering him to racketeers;
(Delicate business) There is a time limit now between making a deal on a ship and a rendezvous in the bay;
(Delicate business) There is a time limit now between accepting a job from Barabason and its completion;
(Delicate business) Fixed the situation where you couldn’t leave a location after smugglers take the treasure and you end the dialogue with a second option;
(Delicate business) The dialogue with the first captain on deck could have been repeated endlessly, now fixed;
(Delicate business) New NPC ID was always assigned to the captain once he joined your crew, fixed;
(Delicate business) If Barbazon’s dead, a player will always be sent to Marlow instead;
(Delicate business) In case a player didn’t have enough money for a cannoneer, the quest then bugged and auto failed, fixed now;
(Delicate business) Fixed minor bugs in all variants of the quest;
(Delicate business) The chests easter egg is now working properly;
(Delicate business) A player will no longer be sent to empty towns/bays;
(Price of Consumption) Fixed an empty dialog window with the quest waitress if you partied with her;
(Shipwreck) in some cases the target ship didn’t get generated in the world, fixed now;
(Shipwreck) Character freeze in one of the scenarios is fixed;
(Shipwreck) Dunkirk scenario could lock the “Delicate business” quest from happening ever again, fixed;
(Family Relic)
(The Dutch Gambit) Repetible and updatable quests options were kept in the archive, fixed now;
(The Dutch Gambit) The shootout with Fleetwood on Turks could leave NPCs on the island, fixed;
(Price of Discretion) Combat mode was bugged during Pinette’s landing in Mosquitoes bay, fixed;
(Kidnapper) If Barbazon’s dead, a player will always be sent to Marlow instead;
(Hot Raid) It’s no longer possible to hire the quest giver as your companion;
(Family Relic) The game used to crash if a player didn’t talk to a banker, then saved and tried to load, fixed now;
(Matter of Honor) Quest giver (depressed soldier in a tavern) now spawns more often ;
(Merchant’s Escort) One of the quest’s variants could spawn a ghost ship the “error”, fixed now;
(Hero of the Nation) Вarbados used to get blocked during the siege of Sint Maarten, fixed;
(Hero of the Nation) Van Hato Coast jungle entrance is no longer available during the course of the quest to avoid a potential blocker;
(Justice for Sale) An active combat mode could cause an empty dialogue window with bandits, fixed now;
(Damsel in the Jungle) The well scenario was finalized. A girl now wonders around a cave, bandits now longer spawn;
(Hardcore mode) Final boss battle is now fixed;
(Happily Ever After) Several minor fixes and tweaks;
(Happily Ever After) Botot now returns to her brothel correctly in one of the quest’s variants;
(Happily Ever After) The bride remained immortal even after the quest was done, fixed;
(Happily Ever After) Mary didn’t return to her default behaviour even after the quest was done, fixed;
(Happily Ever After) Courteney now leaves the Basse-Terre palance after the quest is concluded;У
(Happily Ever After) Fixed changing of the uniform;
(The Last Lesson) Several minor bug fixes;
(The Last Lesson) The quest’s leftovers, things like boxes on Lamanten Bay, remained around the world, fixed now;
(The Pirate Saga) Jackman’s letter to Rogue remained in the inventory, fixed now;
(The Caribbean in a Nutshell) You can no longer take down the Puebla twice, thus getting a double reward;
(Just Like Home) Fixed an obvious bug in the lockpicker’s dialog;
(Reason to Hurry) Treasure Hunters can no longer be generated in double;
(Unfortunate Thief, Letters from Prison) Targets could be spawned inside locked houses, fixed now;
Sieges and Slave Trader questline used to zero all player’s bank deposits, fixed;
(Jolly Roger) Fixed a very nasty situation where you kill a captain with the same ID as Ignasio, effectively failing the whole questline;
Locations of key NPCs from The Regatta, Red Chieftain, False Trace and targets from Escorting, Sea Marathon, Church Mail are no longer dependable on PC’s home country;
You can no longer get an escort or mail job from a harbor master if you already recently refused;
(Jolly Roger) You can no longer replay the final two missions of the questline if you failed the Corrida on the global map;
(Jolly Roger) Jean Picard now runs for his ship instead of not just standing in Guajira Bay;
(Jolly Roger) The Red Dragon’s hull wasn’t 100% full, fixed;
(Hero of the Nation) Failing to save Capsterville, caused the town to remain permanently closed, fixed;
(The Regatta) Colony sieges work properly now during the quest;
(The Regatta) It was possible to break a script during fast travelling in Bridgetown, fixed now;
Certain harbor master’s quests (Mail/Goods delivery) used to conflict between each other, fixed;
Old dialogue options for bandits and patrols in the jungles has been brought back to the game;
Abraham Norman somehow managed to revive himself if killed, fixed;
Owning a fast military ship gets a player an access to both types of jobs from a harbor master;
Some quests and scenarios used to permanently disable random encounters in certain locations and caves, fixed now;
----------------------------------------------------------- We are grateful to our community for your feedback which made this huge patch possible - along with the upcoming Legendary Edition. -----------------------------------------------------------
Today’s menu: total rebalance of crafting, wards and amulets, news about 1.7.3, new music track from LE and another call to wishlist and follow Legendary Edition on Steam!
In short - crafting will be much more relevant and comfortable in LE. You will be able to start crafting useful potions and amulets as soon as you take Alchemy perk. As for wards and amulets - they have been rebalanced, now each of them makes sense, each of them is useful and serves whatever build/playstyle you prefer. Since you can craft most of amulets yourself, this adds an extra layer to role playing, exploration and character development.
You can purchase a recipe of mixture or get one for free from Gino;
Mixture doesn’t harm your Life and adds 160 HP. Can’t buy it from merchants, only craft it or find it as a very rare loot;
Elixir is not available for purchase anymore, you either craft it or loot it;
Elixir’s recipe was changed and doesn’t require an alchemist’s chest anymore, the recipe itself is more available for purchase;
Merchants don’t sell as much antidote as they used to;
Each potion recipe now yields 3 potions instead of one;
Total amount of lootable elixirs at CoAS is much, much lower now;
Amelia asks extra 200 doubloons for an each Manga Rosa recipe;
Graveyard keepers and herbalists sell more herbs now;
Advanced crafting tools can be obtained in the early-mid game in random loot;
Alchemy interface is improved and crafting now uses all available components you keep in your cabin chests - but only if you are inside the cabin;
Added two new wards;
All amulets and wards have been rebalanced and now they have a bigger impact on gameplay;
Amulets that didn't work - they do now as originally intended. Certain wards got extra bonuses, now each of them is an extremely valuable prize.
Item 3 1.7.3 The biggest patch ever (TM) is about to leave the beta! (Sea Dogs: To Each His Own)
If you want to start playing on 1.7.3 right away - your password to dev branch is smoketestpatch. In case you have a x64 system and you do not want to start a new game - please find the README in the root folder of the game. Follow the instructions and voila!
If you have a x32 system - don't worry, you won't need to start a new game, although DirectX 9 and some of the newest engine features won't be available on x32.
Good news for all who didn’t fancy time limitations for certain story and side quests. We will add a new option in New Game settings to turn off EVERY time limitation in the game. Basically, it’s a freeplay mode.
We will shed some light on other additional New Game settings in future diaries.
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Perks will be rebalanced to add more depth, more choice and more fun. Certain perks will be usable in dialogs, some will help you to survive even the toughest battles in the game with fewer Save/Loads.
We are proud that a lot of changes in the list below have been inspired by our Discord community which you are absolutely welcome to join.
Current list of changes:
-Iron Will allows the character and unique companions to survive a lethal blow once in three minutes. It will also help to handle mutinies and disloyal officers.
-Trustworthy now allows to hire more people in taverns, bypass stealth checks in hostile cities (if your notoriety is low enough), helps to gain advantage in certain quests and gives an additional chance to find a treasure map dealer.
-Excellent Health now adds permanent HP increase and require Growing Life instead of Advanced Defence
-Growing life now additionally gives +1HP for each previous Level up.
-Irresistible Strike gets additional +1% chance of ignoring an enemy’s block for each point in Success
-Urgent Repairs is now available for all difficulty levels and allows you to quickly restore your ship's hull in battle. Its efficiency is based on your Repair skill and special amulets.
-Secret perks are now visible in the character’s list.
-Athlete character gets a free Hard Hitter perk instead of Excellent Health.
-Trader character gets more money and trinkets in the beginning of the game.
-Alchemy perk is a much more useful early game now. Crafting was totally rebalanced in a way that you use it to your benefit much earlier in the game.
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Added loyalty quests for your unique companions and love interests. Completion of said quests will grant them a unique perk. By default, all unique companions can’t die in battle, instead they will be removed from your party for some time. This should lead to less S/L situations.
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The most frequently asked question we get is how to support us and the game. Honestly, the best help you can give us is to wishlist and follow the game. And, join our Discord and send us your feedback and suggestions - we post Dev Diaries there first so everyone could discuss and propose their vision of the changes we make.