• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

The Caribbean 1.74

Gameplay

Presentation

Welcome to "The Caribbean," a map where players immerse themselves in the world of piracy, treasure hunting, and naval battles.
Set in the treacherous waters of the Caribbean, your player will be plunged into a world of swashbuckling adventure and high-stakes plundering.
Inspired by classic pirate lore and mythology, the map features vibrant tropical islands, hidden coves, and perilous sea routes teeming with danger and opportunity.

Goals and objectives
  • Players take on the role of notorious pirate captains, each commanding their own ship and crew.
  • Amass the greatest fortune by raiding rival ships, plundering islands, and discovering legendary treasures hidden throughout the map
Key Gameplay Elements:
  • Ship Management: Upgrade your vessel, recruit crew members, and customize your arsenal to gain an edge in naval battles.
  • Exploration: Navigate the open seas and explore diverse islands, uncovering hidden caves, buried treasure, and ancient relics.
  • Combat: Engage in intense ship-to-ship battles and outmaneuver rival pirates in strategic encounters.
Customization Options:
  • Tailor your pirate captain's appearance, ship design, and crew composition to reflect your unique playstyle and personality.
  • Challenge friends or foes in thrilling multiplayer skirmishes, alliances, and cooperative raids.
Get on board:

Are you ready to become the most feared pirate captain on the Caribbean ?

Video

The Caribbean - First Video

full


The Caribbean - Second Video

full

Images



full
full


full
full


full
full


Support

The map can be played on SD or HD.

Credits

Asssssvi
Fingolfin
ILH
darkdeathknight
loktar
NFWar
8512590215848
PrinceYaser
eubz
supertoinkz
HappyCockroach
Kitabatake
Mechanical Man
inhuman89
GolluM_KoMe
Dentothor
Mike
Aldeia
Sunchips
Pinachet
Ket
Grey Knight
Hueter
Uncle Fester
Tranquil
Illidan(Evil)X
DEAD FiSH
Lord_T
Contents

The Caribbean 1.74 (Map)

Reviews
deepstrasz
Smoke Tobacco says it increases armour by 0. Lol man xD, a crucified zombie in the church? Ability hotkeys could be near each other; it's kind of weird, random and unintuitive to have them w, x, v. Some map terrain parts are really nice while others...
Version 1.46:
-journalist quest extended
-boarding platform enlarged
-boarding will put your melee units ahead and the riflemen behind
-tooltip added on the slave ship when it appears
-sea creatures can't be boarded
-fixed a few tooltips
-fixed random treasure maps drop
-bandits won't spawn in an island that was purchased
-fixed noble necklace bug
-snakes maya boss
 
This one is from the "boarding the wrong ship" bug on the previous version, so maybe it's been fixed: If you're in the situation where you board a ship and there's no crew in the boarding area, and then go back to the ship unit, you can raise anchor and sail away, leaving an invulnerable ship that can't be attacked.

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


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

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

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

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

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

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

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

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

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

pause before boarding starts

That might be a good idea.


----


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

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

Ayahuesca tooltip doesn't mention that it decreases armor.

Island pirates still respawn.

Cuirassier Helmet is called Burgonet in the shop.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Scientists shouldn't get included in boarding actions.

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

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

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

----

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

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



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

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

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

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

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

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


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

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

Max LoS is 1800

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

Are the new quest ships available balanced ?

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

Is the pause boarding too long ?

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


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

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

The "maps on the seafloor" bug is back.

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

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

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

----

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



----

Can you put Thunder Clap as one of the spells?

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

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

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

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

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

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

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

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


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

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

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

Version 1.54:
-add spyglass merchant in New Providence
-buccaneers can't receive pamphlets multiple times
-fix jailer code bug
-opponent ship can't move until the race starts
-new Chinese costume reward
-fix multiple idle pirate ships bug
-fix fisherman costume
 
Version 1.55:
-slaves can't enter regular ships
-fix black pearl appearing more than once
-fix a rare bug where your ship would be deleted
-crane will deliver a new ship if you lost yours for good
-snake boss part hp reduced from 5000 hp to 3000 hp
-fix a rare bug where a mosaure would tp inside the ship
-the minimap will properly shows the year
 
Version 1.56:
-2 new music themes
-freedom fighters cost food and can go into a ship
-fix wreck that can tp in the ship
-collision cells inside the mosasaure fixed
-get the reward model properly dissapears after collecting a reward
-crew in Zhang He no longer freeze during the fight
-wolf no longer stays in the arena after a failed fight
-the minimap will properly shows the year
 
Version 1.58:
-new Knights of the Hospitaller quest
-new boarding theme
-randomize the treasure location
-skip tutorial option added
-new custom skins

Version 1.59:
-Bug fixes in the Knights questline
-Added a shipwreck to loot if the tutorial is skipped
-Fixed the location ping for treasure maps
-Fixed a bug with Junk sinking is not registered in the Chinese Questline
-Fixed music overlay issues
-Added unique skins

Version 1.60:
-Bug fixes with Maltese Shipbuilder Quest
-Buccaneers in Nassau give some tips
-Nerf Disguised Pirates Units
-Fix bug with Disguised Pirates Respawn
-New starter skins available
 
Last edited:
I enjoyed watching Wtii play this map, its cool that its getting updates.. good ol pirates! :piru:
The map has evolved and improved a lot since the last time he played. A lot more content has been added.

Version 1.61:
-Ships can no longer target ground units
-Melee units can't deal damage to ships
-Quest boarded ship gives gold
-Bucanners give tips in New Providence
-Boarded national ships give unique enemy units
-Fix lag with Disguised Pirates Units
-Various typo fix

Version 1.62:
-Ships can attack each other properly
-Fix double reward bug
-Change Port-Louis shipyard design
-Enlarge Northern island river
-Create a new income timer in the multitable
 
Last edited:
This looks really cool. Any chance of a 1.27/1.29 release? So oldheads like me can more easily and seamlessly play it.
I would need to start the whole map from scratch while removing a lot of features. It's not really doable.

Version 1.63:
-Malta Questline extended
-New theme for the Fisherman quest
-Fix invulnerability bug inside the big fish
-Fix fountain of health minimap display
-Coastal Batteries can be targeted by ship cannons
-Fix automatic tp angle when entering the pirate cove
-Swivel cannon menu added in Malta
-Tricorn buff overlapping fix
-Fix Maltese ship purchase
-Fix typo in Maltese units
-Fix negative cargo when loosing a ship
-Fix vulnerable ship bug when leaving Nassau
-Fix repeatable Pirate Chief Fight
-Fix Ships bug that stay on the edge of the map

Version 1.64:
-Algiers treasure room added
-Algiers main gate hp reduced from 50k to 20k
-Algiers troops reinforcement start passive
-Added a Leave Area option after beating a Pirate Leader in a cove
-Added an easel trophy in the estate
-Maltese support ships changed to battleship support ships
-Fix bug that continue to move the ship after a boarding
-Fix camera movement after beating the Pirate Leader
-Megalodon can be properly targeted
-Fix no music bug after leaving Algiers
-Add swivel and cannonballs to the Maltese Workshop
-Ottoman theme changed
-Fix few typos
 
Last edited:
Too good not to share: I started at the English colony, bought two of the manufactures, and went in the pirate cave to be able to afford the third one. Clicking the "leave area" button teleported THE WHEAT MANUFACTURE to the cave entrance while leaving the crew and captain where they were.

Tried with the French cave, both without and with owning a manufacture on the island. In either case the camera snapped to the cave entrance, but no units were teleported. Maybe the trigger is set to radius 1000 around the cave entrance and not the flag?

Can't test much further now, but man I love these kinds of bugs.
 
Tried with the French cave, both without and with owning a manufacture on the island. In either case the camera snapped to the cave entrance, but no units were teleported. Maybe the trigger is set to radius 1000 around the cave entrance and not the flag?

-> Yes that is the reason. It's tp units around the exit to tp on the exit. I'm going to do a quick hotfix.
 
Version 1.66:
-New AI Pirate Explorer added
-Fix Algiers softlock
-Fix stucked storm arena bug
-Fix Maya Ship unlock
-New custom models for national ship boarding
-New race music theme

Version 1.67:
-New Pirate Area to visit in New Providence
-Fix Ship Hero dissapearance
-Fix Cargo Hull dissapearance
-Improved AI

Version 1.68:
-Fix Anchor bug
-Changed Maya theme
-Fix stuck IA Pirate

Version 1.69:
-Fix Algiers Trapped Area
-Fix Desync while taking the Helm
-Way gates added to national treasures
-New Cannon type for the Spanish treasure
-Fix IA Hero Stuck near fort
-Fix bug landing in Algiers
-Fix bug treasure map in Algiers
-Reduced hp Main Gate of Algiers from 20000 to 10000
-Reduced hp of Algiers tents from 5000 to 1500

Version 1.70:
-Improved AI Pirate pattern
-AI Pirate can sometimes have fun with their crew
-AI Pirate buy new gears after earning enough money
-AI Pirate can buy properties
 
Last edited:
The map and gameplay look cool and detailed!
Thanks. I'm doing regular updates on the map as well.


Version 1.71:
-Pirate Cove reworked
-Fix AI Pirate behaviour in the Netherlands
-Improved AI Pirate pathfinding
-Ottoman units can no longer enter Malta HQ
-Adds one second delay for the Kraken tentacle spawn
-Costal Batteries are vulnerable in Algiers
-Killing Costal Battery damage the Main Gate
-Mirror room is revealed on entrance
-New icons for the easel paintings

Version 1.72:
-Fix bug where your ship will be randomly stuck in open sea
-Fix bug where your ship will pause randomly in open sea
-Fix bug where you would be tp to another player' ship
-Fix bug where you could enter a player' ship while it is moving
-Fix bug where the raft will display the wrong destination
-Fix bug where you will be tp in New Providence if you leave your ship in the tutorial
-Fix bug where you can get more than one ship
-Fix bug where sinking a ship with a treasure map will not give the treasure map
-Fix bug where you can't plunder a ship in the tutorial sector
-Fix bug where you could transport a slave to another island-new cimarron brute and slaves voice
-Plundering goes faster from 1s to 0.8s

Version 1.73:
-Fix a bug where you can lost your ship in the Tutorial

Version 1.74:

-Fix maya ship control
-New Algiers brothel area
-Pirate cove area reworked slightly
-Chinese units appear when boarding a Chinese ship
-Fortress targets ships
-Fix improper mechanical status for bosses
-New Maya captain model
-Added a toggle option to target ship for cannons
 
Last edited:
Back
Top