This is the biggest patch we have ever done so far.
New game is not required.
The size of the game increased to 30 GB.
To celebrate the birth of 1.1 we launched a 30% discount for nine days.
Visual Enhancements
We've dedicated the past month to addressing longstanding gaps in our game graphics. Thanks to new people in the team, we managed to figure out in a relatively quick time frame what we do best and how fast.
Even though we are just at the beginning of the post-release development of Caribbean Legend, patch 1.1 is a significant bump of visual experience already. We didn't deliver everything we planned though. Things like an improved lugger model and a helmet for the Milanese cuirass still require some work, therefore we will make another small update in the near future to catch up.
Added a new jungle location.
Introduced a new lighthouse location.
Over 500 textures have been improved for enhanced visual quality.
Refined the model of the island of Martinique in sea mode.
Finalized Charles' model with increased polygons, improved body structure and extra equipment details.
Completely redesigned armor in the game, now displayed in 3D with updated visuals. Brigantine, corset, and wicker armor have their own models now.
Implemented new animations and added more attacks for musketeers.
New Content
The initial release feedback from players often pointed out the lack of new quests in Caribbean Legend. That's not entirely true - it's just that almost all of the new quests start way into the mid-game or in about 50 hours of playtime.
Therefore, in 1.1 we set ourselves the task of uplifting the beginning of the game, making it more non-linear and eventful. Thanks to the efforts of our new programmer, we've successfully achieved this goal, resulting in a much fresher experience within the first two hours of gameplay.
Furthermore, we've completed numerous tasks related to sound design, video enhancements, voice acting, achievements, and compatibility with Steam Deck - areas we originally promised to deliver, but failed to address properly before the release in February. Regrettably, cheat menu which was also originally planned for 1.1, lost a fight to its competitors of the task list and will be delivered later in a future small update.
Added a new event - "Cocoa Leaf".
Added a new event - "Deluc's Debts".
Added a new event - "First Meeting with Diego".
Added a new event - "Killing a Teacher".
Added a new quest - "Money On Trees".
Added a new quest - "Rat Problem"
Added a new quest - "Crab Salad".
Added 5 new Steam achievements.
Made numerous edits to English localization.
Included fonts for Spanish, German, and French translations.
Optimized video formats and adjusted video volume based on music settings.
Additional improvements of the Steam Deck version - we are this close to Deck Verified status.
Additional improvements of Steam Workshop - allowing for a better modding experience.
Added new quest videos featuring Jessica and Guardian.
Reworked all old sound effects and added new voiceovers.
General Improvements
Although there are over a hundred changes in this category, we've opted to spotlight only the most significant ones to streamline communication for both our team and our players. Most of these changes involve refining elements that were somewhat rough upon release or were influenced by the valuable feedback we received post-launch.
Finalized Exploration Mode by disabling most timers and adding notifications for deadlines.
Refined the quest markers system with icons and points of interest displayed above characters and on the global map.
Made adjustments to Martinique's tutorial for faster progression.
Implemented numerous refinements to Isla Mona, including new events and references.
Finalized the "Dead Man" quest, including reward and dialogue adjustments.
Increased energy restoration rate when below 10% to reduce pauses in battles.
Slowed down skill experience gain rate as players approach maximum level.
Reworked several perks and adjusted descriptions accordingly.
Amulet Ritual Knife now gives a Critical Strike bonus even without the Critical Strike perk being unlocked.
Amulets Teredo and Shochipili now provide autonomous repair even without the corresponding perk being unlocked.
Enabled a bonus ship acceleration on the global map at full upgrade.
Side quests "False Trace" and "Chief of the Redskins" can no longer spawn at the same location..
Restricted access to the quest "The Price of Consumption" until after completing “The Dutch Gambit“.
Players can now ask Michel to give “The Dutch Gambit“ quest starting from level 9.
Made "Dishonest Competition" quest to always spawn in one specific city.
Adjusted achievement requirements for "Silver Tongue" - added the required second hard bargain in Island of Justice.
Adjusted achievement requirements for "Honoring the Classics" and "Caribbean Virgin" to be obtainable in any ending.
Tweaked difficulty for the "Flying the Jolly Roger" questline - should be a more pleasant experience now.
Tweaked global difficulty based on hero and flagship rank, and selected difficulty level.
Player’s Vanguards are no longer eliminated from boss fights against Diego and William.
Exchanging items in chests no longer consumes time.
Loxley will recall the assault on Cartagena and charge extra for that.
Players can find the "Joker" talisman when searching a dead cheater’s body in a tavern.
The "Golden Eagle" pistol is now available to all hero backgrounds for sale at East India’s store (DLC).
Implemented numerous quality of life improvements, text adjustments, bug and crash fixes.
This version introduces a fun new feature (which has been much requested...)
Four new building strategies have been introduced. These are explained at the end of level 11, but if you have solved it already and don't want to solve it again, here are a few hints:
the 2 historical strategies ("upward" and "downward") are now completed by "leftward" and "rightward": nothing revolutionary, the agent builds in an imposed direction (and digs in the opposite direction beforehand): simple and stupid, but very predictable...
the 5th strategy is "bestward": the agent chooses the best of the first 4 strategies according to what there is to build (which is often sufficient and relatively predictable)
the 6th and last strategy is "smartward": this is by far the most advanced one, but it is much less predictable (even if perfectly deterministic) and, let's be humble, rarely as perfect as what one could do with one's own brain! However, you might get used to it (and it's a bit hard to give it up...)
In any case, none of these strategies should damage your agent, unless there are danger zones nearby...
PS. you can use the setup menu to set the default strategy when entering a level...
Hello explorers! Loot is a vital part of our game. Valuable or not, these are items that the player can and will find in the Radius.
In ITR1, the loot structure looked like this.
Disposable loot - various items scattered manually across locations. They don’t refresh after the Tide.
Respawnable loot - specific points where items regularly appear after the Tide. They include:
Small areas for 1-3 simple items like a toothbrush, flashlight, ammo, etc.
Valuables - special items that can only be sold.
Artifacts within anomaly fields.
Equipment crates. Some with weapons, others with various items like ammo, med-kits, grenades, etc.
This structure has proven itself well, and we won’t change it significantly. But we will address some issues and add more depth. We carefully studied player feedback and identified several features related to loot:
Players love finding weapons in the Radius.
Players enjoy searching for and collecting small items—opening crates, crawling under tables, etc. But they get very tired of doing this. Constantly picking up single bullets isn’t fun!
Artifacts aren’t very interesting to collect, and for the most part, they only serve as an alternative valuable.
Weapons in the Radius
Weapons are a very important element of ITR2 progression. Therefore, finding new, unique weapons in the Radius will be practically impossible. We understand this news might disappoint many of you. We know that some of the most popular mods for ITR1 like “Scavenger Mod” and “STALKER Overhaul Mod” make it possible to loot any weapon and basically avoid using the shop entirely. But this just isn’t how we envision our game. Hopefully, when mod support eventually arrives for ITR2, it’ll be able to provide our players with the necessary tools to customize their experience as they so choose.
We want explorers to progress gradually. Gradually unlock new equipment, start with simpler weapons, try different gear, make choices at every stage, feel satisfaction when unlocking and buying new equipment. The Security Levels system allows for this. Yes, it is a restriction for the player. The player will be forced to use what is available to them, but each time it will be a unique experience! We want the player to fully try different weapons. We’ll discuss progression details in future dev diaries.
However, finding weapons will still be possible. Common civilian weapons such as double-barreled shotguns, pistols, World War II weapons - will be encountered quite often. Firearms with built-in modifications and enhancements will rarely be found, and only in hard-to-reach stashes.
We’ll also add a new category of weapons - it doesn’t have a name yet, but in the team, we call it "forgotten." This is a type of weapon that has been lying in the Radius for a long time and has been partially corrupted by it. The corruption is reflected visually and in degraded mechanics. Each such weapon has a major flaw. For example, an AK that only fires in single shots, or a Mosin rifle that only holds 1 bullet in the chamber. There will be limits on painting and upgrades. Thus, the player will still be able to find powerful weapons above their current security level, but they’ll have to deal with its drawbacks. Later, after obtaining the necessary security level, the player will be able to purchase a brand new full version of this weapon.
At the start of early access, there will be no "forgotten" weapons and unique firearms in stashes.
Items Everywhere
First and foremost, we’ll reduce the amount of lootable furniture. To avoid tormenting players with constant cupboard opening. Scattered loot will be significantly reduced everywhere to avoid repeatedly taking off the backpack for a lone cigarette or a tenth toothbrush.
Rooms will more often contain crates - lootable points of interest. The current plan is to have 3 types - with medical supplies, with weapons, and with ammo. There’ll always be something more or less valuable in such a crate and all in one place.
A completely new type of loot will also be added - it also lacks a name yet, but in the team, we call it "Ash”. This "Ash" can be found anywhere - under a table, on the ceiling, on a tree or rock. It makes a faint sound to be detectable. When picked up, it crumbles and is absorbed into a special device on the character's glove. The glove has a capacity. At the base, in the shop’s computer, there will be a special receiver where all the "Ash" can be sucked out through the hand. This resource can be exchanged for money and also used to modify artifacts.
We want to deepen the mechanics of artifacts. This is a topic for another day, but in short, some artifacts will have properties. These properties can be changed and upgraded on special installations with the help of "Ash" and money.
Please note that at the start of early access, there won’t be any mechanics for sucking in "Ash" and upgrading artifacts. But the items themselves will be available. So you’ll be able to find and collect them, just only in the backpack for now, and then sold for money.
Expect a fresh diary entry in two weeks, see you in the Radius!
Hi Farmomaniacs! We are delighted to announce that our latest title in the series - Farm Manager World, will be available on Steam on April 29th, 2024!
Add to your Steam wishlist now: https://store.steampowered.com/app/2206350/Farm_Manager_World/ Why Early Access? You are a wonderful, committed community of players who have contributed a lot to the game in each previous edition. That's why we want to work closely with you over the next year to release the full version of the game in 2025 with your ideas and expectations in mind. We are already looking forward to working with you! :heart:
What will you find in Early Access? Prepare big mugs of hot coffee because we have prepared up to 2 campaigns in 2 locations for the launch: Europe and Central America, and 10 scenarios! In Farm Manager World, you will also be able to play some of the scenarios together with your friends! Each of you will have your farm and the goals will be accomplished together thanks to the resource exchange option.
The upcoming updates will include fixes, your suggestions, and new locations - how many will depend on you - details will be coming soon.
4 new enemies have been added to the game! You can find them all in Sector 3!
Shadow Draugr
Shadow Flagbearer
Shadow Ninja
Shadow Tank
The attack range of all units is no longer displayed as if the unit won't move in that turn. Now, the attack range is computed for all possible movements that unit could make, making it far easier to see if an enemy can attack you after moving.
Before this patch (we have to calculate in order to see if the Brawler/Flagbearer are safe from the highlighted enemy)
After this patch (we can see the Brawler/Flagbearer are safe from the highlighted enemy without calculating anything)
View your favorite systems in a new, immersive way
A new VR version of Protoplanet Express has been released through Steam's Playtest feature. To access it, go to the store page and look for the option to join Protoplanet Express' Playtest.
This new VR version includes a new control scheme, so you can use the VR controllers to find and scan the stars, planets and disc features that are present in this system.
*This mode is only compatible with Meta (Oculus) and HTC devices.
Victory at Sea Atlantic - World War II Naval Warfare - James Evil Twin
We have already been listening to your ideas and opinions, (as always keep them coming).
We have increased times speed to x16 in combat and x150 on campaign. If you visually spot a ship in combat it will automatically switch to x1 speed (This does not happen with radar, sonar etc)
We have also given players the option to turn off Swastikas in the options menu, if you do this it will switch to the Iron Cross
Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.
We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.
Bug fixes: Prevented the submersible operations tutorial from potentially getting stuck.
Gameplay: Increased the maximum timescale on the world map and in combat. Timescale resets to 1 when an enemy ship becomes visible at a higher timescale. Targeting ships for lockon via the periscope requires less precision. Added an option for players outside Germany to switch swastikas for iron crosses.