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Corsairs: City of Lost Ships. "Corsairs: To each his own!" Almost “Debriefing” Corsairs to each their own how to hire officers

At the beginning of the game Corsairs: To Each His Own, you need to approach the sailor and talk to him, and then move deeper into the island and go inside the residence where the governor lives. Approach him and chat. After this you will be arrested and placed in a cell. After some time, Philippe de Poincy will visit you. Be sure to talk to him and go free. After you are released from prison, go outside and turn right and go around the building. This will take you to the entrance to the dungeon. You can go down and go to the stairs to go down it. Then turn right again and in the right chamber, at the very end, you will find your brother. Talk to him.

After this, you will find out that Michel made an advance payment of 5,000 gold, but another 15,000 coins are needed. But that's not all, you will also have to hire a navigator. Continue the passage of Corsairs: To Each His Own and move to Guadeloupe. Disembark and start searching for Fadey. After he pays off his debt, you can go to the pier, and then turn left to find yourself near the shipyard. Go inside and chat with Gaspard Blondel. It turns out that you owe him 17,000 gold. He will give time to repay the debt - 3 days. Don’t be upset, go to the tavern and talk to its owner about work.

Then go back to the governor’s residence and talk to him so that he gives your things.

Rum for the bartender

Keep an eye on your watch and try to be near the left pier at 19:00 to board the longboat. Your team will include five more sailors, with whom you need to go to Lamentin to find the schooner "Ghost" there. When you board the longboat, begin sailing to the port of Le Francois. Go ashore, wander around a bit, and then get back on board and start moving to the left of the shore. There will be a rock in front of you, go around it and head straight until you have the opportunity to turn left.

As soon as you go around the next rock, take out your compass and start moving north. Look at the clock and when 02:00 hits, press Enter. Now look at the top list and notice the Ghost ship icon there, click on it. Then open the menu and select one of the boats to get to this ship. After his captain approaches, you have to tell him the password. It is worth noting that in the passage of the game Corsairs: To Each Their Own, passwords are generated randomly, so you will have to choose from the proposed options.

I advise you not to put a period at the end of the sentence, because the password will not be accepted. Now you will receive the rum and can return to the port of Le Francois. After landing on shore, chat with several characters, and then move to the tavern to receive the promised reward.

Call girl

Walking through the streets of the town, you will meet a man dressed in a light brown suit who calls himself Arthur Scalon. He will ask you to help him. You need to get into the brothel, find and chat with Aurora. Then take it off at night. He will also give you 6,000 gold, of which you will have to pay part for the services of a prostitute. Be sure to agree, and you will become aware of one more name -
Lutiss.

Go to the brothel and find a pimp named Aurora there to place an order for Lutiss. Give her 2500 gold and find out that the girl will be free around 23:00, and you need to pick her up before 24:00. Continue through the game Corsairs: To Each His Own and wait until the right time to head back to the brothel. Find Lutiss there and talk to her. Once on the street, head towards the governor’s property, and then face it and go into the house located on the right. Another landmark is the red roof. Sooner or later she will ask if you are still there. You should answer this question positively and wait until she disappears behind the door. This completes the task. It is worth noting that you will need to return for the girl the next day, only around 23:00 - 24:00. So you don't have to wait for her to appear that very night.

Manuscripts of the priest Saint-Pierre

Face the governor's property and look for the church on the left side of it. Go there and chat with the priest who is busy reading prayers. Then, in the passage of the game Corsairs: To Each His Own, you will need to begin completing the next task, namely, to find and bring the manuscripts of Father Capsterville. He can be found on the island of St. Christopher. No need to wait long, hurry up and go there right away.

Warehouse worker

Approach the prison and look for a store near it. Go into it and talk to Francois Laroux, ask him about work. However, he will want you to first find Gralam Lavoie, who works in the warehouse. He will also say that you won't find him in the city. So hurry up to get into the jungle and follow the path until you find yourself near a fork. Move left and then turn right. I advise you to stick to the left and go to the corsairs' lair.

In this village there is a store on the right side, go into it and find Gralam Lavoie there. He will stand near the counter. After talking with him, you can return to Saint-Pierre and tell the seller that you have found a person. He will pay you and assign you the next task, which is to find another person named Francois Laroux. Continue through Corsairs: To Each His Own and return to the corsairs' lair and go to the tavern. Find its owner and ask him about the employees. Then pay him 1000 gold to tell you about them.

Wait an hour and approach the innkeeper again. By the way, you can rest this time on the second floor of the store where Lavoie was found. When you find yourself in the tavern at the right time, you will see three selected workers. Approach them and chat. It is worth noting that they will offer you a bribe to choose him. After choosing the most suitable one, wait until he leaves the tavern, and then follow him. Climb aboard the ship and set sail for Sainte-Pierre. Find the seller and return to the shop after an hour to receive the promised 5,000 gold.

Stolen Jewel

From the governor's residence, go to the fork and turn left. There will be a gate in front of you that you need to go through. This will take you to the jungle. When you come to a fork, turn left and continue on. After a while, you will see two foreigners in a hurry to get away. There is no need to chase them. Better go right and approach the lifeless body.

Now, in the walkthrough of the game Corsairs: To Each His Own, you need to carefully examine it to find the earrings. Take them and return to the city. Head to the local shop and sell them for 4,000 gold. But you can also not sell them, but go to the governor and show your find. He will say that these are his wife’s jewelry, thank you for the find and give you a map of the archipelago.

Cannibals

Now you need to get to the port control house. Once inside, you will see a certain Paul Gery, with whom you need to talk. It turns out that his comrade is going to go to war with the Indians who are settled in the jungle. He asks to help him. You can continue the passage of the game Corsairs: To Each His Own and get out of the building, then turn left and meet Prosper Trubal near the gate. Approach him and chat. Then go through the gate and head into the jungle to fight the Indians. I advise you not to let them get close to Prosper.

Together with Prosper, head inside the cave. Start shooting the Indians one by one, and then talk to Trubal again to find out that his daughter is alive. Explore the cave and find a stranger in the same place. This man's name is Dilbert Coursey. Be sure to talk to him and go outside to talk with Prosper again. Now go to the city to get your well-deserved reward for completing the task.

The Gascon's Burden. Continuation

So, you should now have about 24,000 gold in your pocket. Head to the shipwright and pay him the debt for the ship. Now you have become the owners of the schooner. You can head to the tavern and talk to the innkeeper about your intentions to assemble a team. He will tell you that there is a sailor behind him who is not serving yet. Approach him and talk. He will tell you that he agrees to serve you, and with him 40 sailors will also agree to do so. Only you will have to fork out 8,000 gold.

Continue the passage of Corsairs: To Each His Own and go to the store to buy food for the ship. Only then return to the sailor and tell him that you agree to his conditions, and also that all the necessary goods, including medicines, are already in stock. Now all that remains is to hire a navigator.

Go to the innkeeper again and ask him about it. But he cannot advise anything, so go outside and approach the man who has a dark beard and hair. He also has a bandana on his head and a sword in his hands. Meet him and find out that his name is Appolinaire. Tell us that you are looking for a navigator and he will help you by telling you about the man who is now behind bars. Head to the prison you were in and approach the commandant. As soon as you talk to him and ask about Volk, he will direct you to the moneylender. Find it in the bank opposite the prison. Talk to him and find out that the prisoner owes him 10,000 gold. But you don’t have them, ask him if he needs to do something. He will agree and give you a new task.

Engineer, originally from Spain

Now, in the passage of the game Corsairs: To Each His Own, you have to win back this engineer’s friend from the corsairs. You need to go to Le Marin Bay. Then go into one of the buildings to take a short break. After getting enough sleep, set a course for the jungle and go deep into it. After some time, you will find yourself near the water, where pirates are holding a Spanish engineer captive. Approach them and chat.

After you cut the throats of two corsairs, you will need to engage in a fight with an engineer, who will not immediately believe that you are positively disposed towards him. Try not to cause much damage to him, and after you defeat him, communicate. Remember that you should not appear in the city closer to night. Because there are guards at the gate. So hurry to the tavern and rent a room for a day. As soon as the clock ticks 00:40, head out of St. Pierre. I advise you to avoid meeting with officers who are walking along the city streets at this time. After you get to the moneylender, talk to him and make him write a receipt to Folke.

Recently, Mikhail Naritsa and Maxim Kulakov conducted two streams on the game “Corsairs: City of 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 take a short 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.

The combat system is interesting and challenging. The player can perform different types of melee attacks 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 a 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 only the initial stages of the game, since 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 ones are responsible for handling different types of bladed weapons 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, it 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 other 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 now has an indecently large number of 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”.

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 is generally traditional for the Corsairs series: the player can engage in piracy, trade, and complete 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. Longway can be taken into your team when completing the quest “The 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.

Corsairs To each his own Introduction
“Corsairs, to each his own!” - a new game in the 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 in stories about 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 the most beautiful women will wait in 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 were managing, 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?

Corsairs: To each his own

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(Russian) ]

Corsairs: To each his own!- a computer 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.

Game process

The gameplay is generally traditional for the Corsairs series: the player can engage in piracy, trade, and complete side quests. However, many innovations have appeared: for the first time in the series, it is possible for the main character to create ammunition, magical artifacts, and various potions; the system for improving ships has been radically redesigned; fencing has undergone significant changes, although its animation remains the same. A distinctive feature of the game is the versatility 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. Longway can be taken into your team when completing the quest “The 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.
  • Helen Mac Arthur- adopted daughter of Sean Mac Arthur, an old friend of Jan Svenson - the pirate baron Blueveld. Daughter of Beatrice Sharp and the pirate Butcher - Lawrence Beltrop. He is nicknamed "Rumba" for his energetic and cheerful character. Is under the patronage of Jan Svenson. Can join the main character during the “Pirate Saga” quest. A good boarding officer, navigator and gunner. Helen is one of two girls with whom the main character can begin a romantic relationship. It is Helen who is depicted on the cover of the game disc. From her mother she inherited the pirate island of Isla - Tesoro, but whether she has time to prove that she inherited it depends on the main character.
  • Mary Kasper- ex-girlfriend of Alan Milrow, the deceased head of the narwhal clan on the Island of Justice. Due to her red hair color she is nicknamed "Red Mary". Can join the main character in the “Pirate Saga” quest (if you choose the “for Mary” option, he dies in other quest options). An excellent boarding officer. Mary is one of two girls with whom the main character can begin a romantic relationship.
  • Raymond Baker- Former executioner of the city of St. John's. The man who knows the secret of Lawrence Beltrop. Joins the main character as a ship's doctor in the "Pirate Saga" quest.
  • Hugo Avendel- a drunken bounty hunter. Joins the main character as the treasurer in the side quest "Long Walk to the Gallows".

Other most significant characters

  • Michel de Montpeix- half-brother of Charles de Maura. Knight of Malta, a skilled warrior and an influential figure in the Order of Malta and the Caribbean Islands. It is in search of his brother that the main character goes to the Caribbean.
  • Abbot Benoit- former corsair Serge Benoit, who took monastic vows. Rector of the Church of Saint-Pierre in Martinique. A good friend of Michel de Montpey, and later of Charles de Maura. Will help the main character solve problems in relations with Spain and Holland.
  • Fadey Moskovit- manager of a trading post in Guadeloupe. A close friend of the governor and an important person in Guadeloupe. As repayment of the debt to the protagonist’s brother, he gives Charles the “Leader’s Claw” dag, which, according to him, has secret properties. As the plot progresses, Charles has yet to test this. Will help the main character make peace with England and France. To some extent, Fadey continues the tradition of Russian characters appearing in the games of the series.
  • Richard Fleetwood- English privateer associated with English military intelligence. Captain of the patrol brig Valkyrie. Regularly attacks ships of the Dutch West India Company.
  • Lucas Rodenburg- Vice-Director of the Dutch West India Company. An influential person, second in command after the governor.
  • John Murdoch- aka Johan van Meurden, a pharmacist in St. John's, Antigua. Previously, he was Lucas Rodenburg's most trusted special agent.
  • Abigail Schneur- Jewish refugee. The bride of Richard Fleetwood or Lucas Rodenburg, depending on the quest line chosen by the player.
  • Gino Guineili- an alchemist scientist living in an apothecary's house in Antigua. Teaches the main character the basics of alchemy, helps him remember Latin catch phrases, so that Charles does not look stupid in front of his half-brother.
  • Stephen "Shark" Dodson- one of the influential people in the Coastal Brotherhood, as the plot develops, he becomes its leader. Stephen spent his youth on the semi-mythical Island of Justice, where he found refuge during a difficult time in his life.
  • Jan Swenson- pirate baron of Western Maine, nicknamed the Forest Devil by the Spaniards. Patron of Helen Mac Arthur.
  • Nathaniel Hawk- pirate baron of Maroon Town in Jamaica, overthrown by Jackman. In the past, he was a legendary adventurer and corsair who worked for the English governor of Redmond Island, Robert Sailhard, and later opposed his leader in the search for Inca treasures. Winner of the ghost ship. The main character of the game Pirates of the Caribbean.
  • Daniel Hawk- Nathaniel Hawk's wife and his faithful companion. Having experienced many adventures in their youth, the Hawk family took a worthy position in the Coastal Brotherhood. But the quiet life of the pirate baron and his wife was interrupted, and now it depends on the main character whether they will return to their rightful place in Maroon Town or not.
  • Zechariah Marlowe- pirate baron of Puerto Principe, Cuba. A fierce Protestant and fighter for the faith. For his religious zeal he received the nickname Black Pastor. Instructs the main character to bring him the book “The Witches Hammer” in English translation.
  • Marcus Tyrax- pirate baron of La Vega on the island of Hispaniola.
  • Jacques Barbazon- pirate baron Le Francois in Martinique. A cunning and two-faced man, he often provides patronage to young corsairs, pursuing his own goals. Strives primarily for his own enrichment.
  • Jacob Jackman- pirate baron of Maroon Town in Jamaica. A cruel and cunning man, who was the first mate on the ship of Captain Butcher - Lawrence Beltrop. He overthrew Nathaniel Hawk by deception and seized power in Maroon Town. One of the antagonists of the game.
  • Snake Eyes- shaman of the Miskito tribe on Western Main. Arrived from the Wild West in 1783
  • Chad Capper- a man from Shark Dodson's team, now a jailer on the Island of Justice.
  • Edward Black- leader of the Rivados clan - descendants of African slaves living on the Island of Justice.
  • Donald Greenspie- leader of the narwhal clan on the Island of Justice, successor to the deceased Alan Milrow.
  • Ole Christiansen- aka White Boy - a kind and eccentric young man who has matured in body, but not in mind. Helps Nathaniel Hawke and the main character. A dexterous rat catcher (the main character can use this ability by taking Ole as a passenger on his ship).
  • Albert Loxley is a clever and experienced lawyer living in Port Royal, Jamaica. If necessary, he will help the main character make peace with all powers.
  • Francois Levasseur- Governor of the island of Tortuga. Huguenot and patron of the Protestant religion in the Caribbean. In the past, he strengthened himself in Tortuga on behalf of Philippe de Poincy, but over time he ceased to obey his superior. Under his rule, Tortuga became a nest of pirates.
  • Vincento's father- Spanish chief inquisitor in the Caribbean. Helps the main character solve the mysteries of the Mayan Indians and provides him with valuable instructions.
  • Diego de Montoya- Spanish nobleman, confidant and right hand of Baron de Mendoza y Riba, his agent for especially important assignments.
  • William Paterson- English captain, commander of the frigate "Fortune". A cruel, calculating and cynical person who stops at nothing to achieve his goals.
  • Master Alexus- a genius of shipbuilding art, owner of the shipyard in Sharptown on Isla Tesoro. He is engaged in major repairs of ships - except for him, not a single shipbuilder on the archipelago can do this.
  • Black Mark Studio is a fan team that developed the previously unofficial “Adventure Tales” add-on for the game Corsairs: City of Lost Ships.
  • The developers created three full-fledged storylines for the three main characters - Charles de Maura, William Paterson and Diego de Montoya, which were supposed to reveal the main plot of the game from different sides. However, for various reasons, only the storyline of Charles de Maura saw the light of day.
  • Many characters from previous games in the series appear in the game - Nathaniel and Daniel Hawkey, Jacob Jackman, Chad Capper, Master Alexus. Many of the game's characters are real historical figures or have historical prototypes - for example, Philippe de Poincy, Francois Levasseur, William Paterson, Diego de Montoya, Jacob Jackman (or Jacob Fakman).
  • The names of many characters contain the nicknames of the game developers of the series, as well as some active fans.
  • For the first time in the history of the series, Steam service acted as the distributor of the game.

Notes

see also

Links

Official and unofficial sites
  • (Russian) - official website of the developers “To each his own”
  • (walkthroughs, patches, modifications for games in the Corsairs series)
  • (Russian) - Walkthroughs of quests, advice and assistance to players