Corsairs each have their own starting characteristics. "Corsairs: To each his own!" Almost "Debriefing". What's new

Corsairs To each his own General questions Advice
The best means of healing your character and team are the rest room in the tavern, rest in the brothel, donations to the church.
The more wounds you receive in battles, the longer you should rest until there is an inscription next to your health, excellent.
It is very difficult to carry out a battle at the beginning of the game, use the NAM +, - keys to slow down the battle.
At sea, at the beginning of the game, the main task is to at least just shoot, you won’t get hit right away, so you first need to develop your skills.
In battle, on the shore, develop skills for all types of weapons.
Try not to relax outside the tavern.
Sailors can be recruited both in cities and from pirates in taverns.
Arm your boarders like yourself, only scoundrels will leave you, but if you are a scoundrel, then vice versa.
Recruit good people into your team, hand over the scoundrels to the authorities
In order for your reputation to spread throughout the Caribbean islands, let good people go whenever possible.
When a ship is overcrowded with sailors (sailors are displayed in red), there is a high probability of a riot on the ship.
Always pay your salaries on time and let your employees have a rest.
Save before key moments.
All your property from the chests in the captain's cabin is automatically transferred to the new ship when you change the ship, upgrade, etc.
If you are overwhelmed by pirates and find it difficult to escape from them, go to F2 mode, throw excess goods overboard, and you will see how the speed of your ship increases, catching a tailwind.
In cities you may meet a church minister, he offers to illuminate your ship, the cost depending on the class of the ship is from 5,000 to 25,000 pesos, this service increases your reputation
When donating to church ministers walking around the city, your reputation grows and you get better, your health can be different from good.
Try not to engage in battle when two powers are at war, there is a high probability of hitting friendly ships with cannonballs.
If you are in an open area confronting a group of villains, do not hesitate to change your fighting positions, jump away and run away. The thick-headed bastards have no idea about battle tactics, and chase their opponents in droves like pigs chasing acorns. Separate them, cut them one by one - a noble nobleman alone is capable of killing a dozen ignorant plebeians.
If you get caught in a storm, it is best to lower the sails so they are least damaged.
The character and the ship are one unit, select the ship according to your navigation level. There are 6 classes of ships in the game
At sea, when you are attacked, lower the sails, shoot with nipels, then raise the sails and your opponents
If your enemies are pinning you in a port and won’t let you get out, you can sail a certain distance by sea and then get out on the map.
In the cabin of your ship, you can “think out loud” call your companion and give him the command to board the ships or not. Or, when boarding, change your ship or not.
From time to time you will be attacked by an interceptor, getting rid of them is simple, exit the global map for a few minutes, speed up time and then return to the global map.
Complete the tasks of the governors to find the ring in the brothel, the ring can be found among the courtesans or on the floor, on the stairs. This will improve your relationship with the nation.
Cannons or culverins? In the section on guns and culverins you will find a ballistics diagram. The guns reload faster and weigh less, but the culverins hit further. So, decide what is more important to you - reload speed and space in the hold, or accuracy and firing range.
You shouldn't chase older caliber guns. The larger the gun, the longer it takes to reload, and the more it weighs. What is the point of setting the maximum caliber and getting a clumsy galosh, in the hold of which nothing can be loaded.
Small calibers, although they cause less damage, are easy to maintain, quick to reload and do not burden the ship with excess weight.
British sailors skillfully control the ship, namely speed.
French sailors are real gunners, your firepower will increase.
Corsairs To each his own Characteristics of the character and your ability to drive ships
Health is an indicator of the general physical condition of a character: the worse it is, the worse all indicators become. Health deteriorates if your hero receives many wounds or uses various potions too often, and is restored if the hero does not participate in hand-to-hand combat. If it falls below excellent, the character receives penalties in skills and characteristics. Health recovers on its own, quite slowly, especially while swimming. Love pleasures restore health most quickly; sleeping in a tavern helps somewhat less. The “Excellent Health” ability doubles health recovery. Health can fall into one of the following groups: Terrible - Poor - Unimportant - Average - Good - Excellent The gold background of the indicator means that the current group has become the maximum for the character, and will not improve on its own. The white background signals that the health group may increase (health will be restored). Priests in churches
can restore maximum health, but infrequently, not much and very expensive. Sometimes it takes visiting 2-3 priests for the “golden” health to become “white” again and be able to improve. According to rumors, you can improve your character's health by taking a rare, specialized potion made by the aborigines. However, after this you still have to wait until your health itself recovers to excellent “golden” levels.
Life is an indicator of a character's resistance to physical damage. The more hit points a character has, the more stabs, slashes, slashes and gunshot wounds must be inflicted to kill him. With each increase in rank, the value of Life increases by a value depending on the Endurance characteristic.
Rank is an indicator of the level of character development in the game. Rank changes in steps as you gain experience. Along with a character's rank, his Life also increases by an amount depending on his Endurance. As your protagonist's Rank increases, you will more often encounter stronger opponents and new items.
Energy is a character's reserve of physical endurance. All attacking actions in hand-to-hand combat require the expenditure of Energy; during combat, the character gets tired and needs a break to replenish his strength. The maximum Energy value depends on the character's current Reaction value.
Money is money. Rare French écus and English crowns, familiar Spanish pesos (aka piastres) and many-sided thalers... what's the difference? All this diversity is pure silver, not recognizing any boundaries!
Weight is the maximum possible total mass of cargo that a character can carry without losing his motor functions and maintaining his skill level. Depends on Strength, Endurance and the difficulty level of the game. An overloaded character moves at an extremely slow pace.
Rank - the naming is displayed here, indicating the official recognition of the character’s merits by the power in whose service he is.
Experience threshold - this field shows how many points have already been accumulated in the currently selected skill, rank or ability and how much is required to get the next point or move to the next level. Skills grow from actions. For example, for each well-aimed shot, experience points are awarded to the “Pistols and Muskets” skill. The skill points received, in turn, go into the experience of rank and personal or ship abilities corresponding to the skill.

Good day, my dear readers. Today I would like to tell you my opinion about the latest pirated game from the Corsairs series from a domestic developer. After its release, the game caused a serious storm of indignation, because it was made on the engine from the game Corsairs 3 and looks absolutely identical to it. In my opinion, this is still a separate part. The situation is approximately the same as with Fallout 3 and Fallout: New Vegas, and down to the smallest detail, because the third part of Corsairs was a complete failure, and To Each His Own it more or less rehabilitated the series, although it was not without significant problems. Now let's start the story.

Plot

The game, like all previous parts, takes place in the Caribbean archipelago. In this part, only one main character is available to us without the right to choose. We play the role of the French nobleman Charles de Maura, who, at the request of his father, went to the New World in order to help his brother, an officer of the Order of Malta. As it turns out upon arrival, his brother is seriously in debt and we will have to learn to earn money, since the free morals of the islands are well suited for this. In this simple way we will find ourselves embroiled in serious political games. And what all this will lead to is worth seeing for yourself.

Gameplay

The model for leveling up our character is completely identical to part 3. It consists of 3 components:

Character Stats

They are represented in the game by the so-called PIRATES model: Power, Impression, Reaction, Authority, Talent, Endurance, Success. We will not be able to directly select these parameters, nor will we be able to upgrade them. They depend on the character’s background chosen by us and will remain so for the entire game (items can have a small impact, but more on that later). These parameters have a huge impact on all aspects of our character, so you will need to carefully weigh everything from the beginning and decide how you will play.

Character skills

Our captain's skills are divided into 2 large groups: personal and ship. Personal skills are responsible for weapon skills, luck, stealth and authority. Ship skills, in turn, include navigation, gun handling, trading, repair, ship defense and boarding skills. These skills are upgraded as you use them. That is, the more you, for example, swing a saber, the better your skill with medium weapons will be. As skills increase, the character's overall experience also increases and his rank increases, which is responsible for the overall level of the characters encountered. The ship's skills can also be affected by the officers we hire, which I will talk about a little later.

Character Skills

Skills are also divided into personal and ship skills. They increase the effects of the corresponding skills, and also add special active skills, such as instant turn, which allows you to turn even the most clumsy ship almost on the spot, but does not last long and then you have to wait before using it again. To obtain a particular skill, we receive skill points as we grow in experience.

In addition, various types of ammunition are responsible for personalizing the character. We have access to different types of weapons: cold and firearms, light and heavy armor, a compass, maps, as well as Indian amulets, which are limited in duration, have 3 quality levels and have both some positive and negative effects. Over time, in addition to maps, we will have navigation devices, which was a serious step forward compared to previous parts, because now for searches in the later stages of the game we will use real coordinates, like experienced ship captains!

Speaking of ships. In the game they are divided into 7 classes, with strength growing in ascending order. Each class of ship requires a certain navigation skill, otherwise, if the skill is insufficient, the character receives penalties to all parameters. For the ship to function, we also need to monitor the condition of the crew, its number and the availability of various supplies on board, because, for example, without gunpowder, even the most powerful ship will turn out to be a simple piece of wood. Compared to previous parts, the physics of the ship has been noticeably changed. Now all ships are divided into 2 types, according to the type of sailing equipment: with straight sails or oblique sails, each of which has its own pros and cons. Straight sails give an advantage when sailing downwind, while slanted sails give an advantage when sailing against the wind. Moreover, all ships now have such a parameter as the ideal wind angle, which shows at what course in relation to the wind it will gain maximum speed. This is a noticeable change compared to all previous parts and has a huge impact on the gameplay.

Since our hero is an ordinary nobleman-reveler, and not a seasoned sea wolf, his initial ship skills leave much to be desired. More precisely, these skills simply do not exist, therefore, in order not to lose face, the hero should hire officers to help him control the ship. There are 6 vacancies in total: first mate, boatswain, gunner, doctor, carpenter and tradesman. If we have an officer in any position, then he will influence our skill in a particular specialty. For example, having an experienced gunner, our brave captain will be able to shoot guns perfectly, even if he himself does not know how to do this. But, of course, this pleasure is not free and not cheap. Although you can always bargain (and should) and negotiate up to half the starting price, the payment will still be huge. One good officer will receive the same salary as the entire crew of sailors, and this, you understand, is not small.

Now about the money. There are now 2 currencies in the game: pesos and doubloons. They don’t particularly overlap with each other, except when exchanging with a banker, and each of them may be needed, and doubloons, among other things, also take up space in the inventory. Money, in addition to paying salaries and purchasing equipment, is needed to improve the ship, purchase goods, items, bribes, in order to obtain information and to complete the main task. In short, money is extremely important here. You can earn them in many ways: robberies, completing tasks, trading, extortion, finding treasure and winning in gambling - it's up to you, but remember - your decisions will affect your reputation. And the attitude of other people towards you depends on your reputation. So, for example, a scoundrel will not be able to get along on a ship with a noble lord, and the nobles from among the townspeople will not even want to talk to him, but on the other hand, doors will be open to him in all sorts of dubious establishments where there are ways to make money.

The combat in the game has not undergone any significant changes since the third part, except that the balance has been improved. In close combat, our hero can shoot from a pistol or musket, and hit with melee weapons in three types of blows, each of which is better suited to a particular class of weapon. For defense, there are blocks and 3 types of feints, each of which allows you to instantly counterattack. Moreover, I note that the complexity of the battles has increased noticeably and at a high level of difficulty, each battle will become a serious test. Naval battles had no fundamental differences from the first part, except that in this game the balance was brought to the ideal. True, as before, shooting a ship with cannons is much less profitable than boarding them. The only change is that it is now possible to drop mines behind the ship, which look like barrels of goods and can deceive the pursuer.

To summarize all of the above, I will say this: this game corrected many of the shortcomings of the previous parts. Interesting moments have been added here, it is much more complex, various game mechanisms have begun to work better, for example, reputation, which can now influence the path our hero takes to achieve his goal. In addition, the navigation system and financial relationships have been significantly changed, a large number of interesting characters have appeared, and useless mysticism has been removed from the game. In short, this is a high-quality pirate simulator, which is good news. He's quite hardcore, but that only makes him more interesting. Among the shortcomings, I’ll note the usual bugs for the series, which have not yet been cleaned out.

Decor

Unfortunately, the developer used an old graphics engine, so the game looks terrible for its age. More or less a bright spot turns out to be the sky and the weather, and water. Everything else is at least 5 years out of date and you have to put up with it, fortunately the gameplay in Corsairs is incredibly interesting to tolerate this shortcoming. The game also has classically bad voice acting and monotonous music. At first I like it, but I get bored pretty quickly. The only good things are the sounds of weapons, the creaking of the deck and the rustling of sails, so at least at sea you can completely immerse yourself in the world of piracy.

Bottom line

Despite the large number of problems in the game, this part of Corsairs is the best piracy simulator to date. The game has excellent features of free navigation, an interesting world, well-balanced battles, and the best physical model of ships among games in the genre. My final rating for the game is 9 points. The reason for this is the lack of any worthy competitors and the empty niche of the genre, therefore, although the game has enough problems, the score is high. And now it’s time to end this. Good luck to you and see you again.

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 controlled, or picked up at sea after its death are placed in the same category. In the future we will call them “free officers.”
Passenger. Characters that you took on board with the purpose of delivering to some place and, as a rule, receiving a reward for this. Passengers of your ship also include quest characters (participating in story-based game events) characters on board the ship.
A prisoner is a character who is on your ship against his will. Any prisoner can be interrogated in the hold of the ship, and also find out his identity. You can most often obtain a ransom for him, and if he is a pirate, recruit him into the hero's campaign. You can captivate the passenger whom you have undertaken to deliver when he begins to resent the long failure to fulfill the obligations of delivering him to his destination. Those captains who surrender to you during boarding or are raised by you while on boats at sea also become prisoners. The largest ransom amount is given by the governor of the same nation as the captive, but it fluctuates, as does the opinion of the governors themselves about the value of the captive. Captured captains can turn to your hero with various requests. Don’t avoid communicating with prisoners: maybe it will bring benefits, who knows?

The topic of piracy has become quite popular. Its spread was facilitated by the appearance of such paintings and works as “Pirates of the Caribbean” and “Treasure Island”. The modern video game industry has spawned a sufficient number of products based on this topic. Among them are:

  • Assassin's creed IV: Black Flag;
  • not yet released Skull
  • fairly new Sea of ​​Thieves;
  • Raven's Cry;
  • Tortuga: Pirates of the New World;
  • never released, but managed to show itself Pirates of the Caribbean: Armada of the Damned;
  • Lego game series: Pirates of the Caribbean;
  • various games based on the films "Pirates of the Caribbean";
  • Sea Dogs game series.

Of course, this includes FarCry-3. But it demonstrates the modern face of piracy. Or rather, what was left of it. And in this material we will talk about a representative of the Sea dogs series of games. More precisely, a review of the game "Corsairs-3: To Each His Own" will be presented below.

About the game itself

The product was released on December 7, 2012. In Russia, he met under the name "Corsairs: To each his own." And abroad it was called Sea dogs: To each his own. The developer is BlackMark Studio. The publisher was the Akella company. The game was created based on the Storm 2.8-2.9 game engine. From the further review of the game "Corsairs" it will become clear why this is not the best choice for creating a gaming product.

The problem is that because of the old system, a lot of things don't work correctly. And we're not just talking about outdated 2012 graphics. For example, the market in the city is cleared at night, which is a definite plus. But in the morning he will not appear until you leave the location.

The voice acting also suffered. A striking example is leaving prison. You approach the guard so that he opens the door. A dialogue starts. The inscription reads: "You can be free." And at this time you can hear: “Don’t bother me!” Or a conversation with a friend who talks about the area. When discussing any topic with you, he most often yells: “Do you need something? If not, leave!” And all this despite the fact that he approached you himself. By the way, due to outdated graphics, “Corsairs” is absolutely not demanding.

Now it is important to note another detail - the greed of the publisher. The fact is that the game was not conceived as a full-fledged product. It was developed as an unofficial addition to the full-fledged "Corsairs 3: City of Lost Ships" and is based on its mechanics. Nevertheless, the publisher decided to convert the addon into a commercial product. And, starting the review of “Corsairs: To Each His Own,” one cannot help but notice how badly this decision affected the product. But first, a few words about the plot.

Story

It is quite banal, but at the same time it is one of the best parts of the entire game, unlike some others. It is worth noting that three characters were planned here, each with their own storyline. The first we will discuss in “Corsairs: To Each His Own” is character 1. Photos and review are presented below.

So, you have to get used to the role of an aristocratic native of France, Charles de Maura. Its features are quite banal and are often found in plots (the same Infamous: Second son). He is an artist who loves to wander around various exhibitions and ladies, their husbands, in general - a good-for-nothing son, unlike his brother Michel de Montpey, a member of the Order of the Knights of Malta and (SPOILER!) also a deceiver. But that's not the point.

Charles comes to the Caribbean at the call of his brother, who failed a secret operation and is now in prison with the same knights. Michel tells the hero that the family owes the Governor General of the island of Saint-Pierre all the money spent on the business. And this is no less than 1 million pesos.

And now you - “the family’s shame” - must pull out its “pride”. That's what the character briefs for Corsairs: To Each His Own are all about. However, not all so simple. First, you will need a ship, which must be redeemed in three days. Its cost makes the task a little easier - 22,000 pesos, 5,000 of which have already been paid as a deposit. However, another 17,000 pesos must be found. And here you will have to run around, finding out who you can help and how.

It’s worth giving one small hint to help you complete the task without haste. As soon as your brother tells you that he has a ship, start collecting money. And only after that go after the ship. By the way, in addition to these 17 thousand, you will need at least 15 more. After all, recruiting a crew will cost 8,000 (in the tavern you will be offered to hire 40 sailors written off ashore), and they, in turn, will not go on board until the necessary supplies appear there .

But let’s not spoil the plot and just move on to the review of the passage of “Corsairs: To Each His Own.” Or rather, to an analysis of the gameplay features, important details, elements and, of course. defects.

What's new?

New elements include:

  • Alchemy. You have the opportunity to create various useful belongings yourself. Among them: talismans, potions, cartridges and others.
  • Changing the characteristics of weapons of the same type. Now the same object can differ in weight, length and curvature. Differences are also observed in such elements as the weight of the handle and the sharpness of the blade. At the same time, the appearance remains unchanged. It is worth noting that now the principle “I use what has the highest attack” does not work. Weapons must be selected depending on preferences and situations.

  • In the review of Corsairs: To Each His Own, it is worth noting the changes in fencing mechanics. Constant blocking is not as effective as it used to be. Your defenses can be penetrated by both slashing and piercing blows. Therefore, it is necessary to use dodges, parries and feints to successfully finish the battle. Although, who are we trying to fool? Already in one of the first missions you need to fight cannibals in a cave. You just need to stand in the passage and take out enemies one by one using slashing blows. The fencing system may have been improved, but the NPC's intelligence level remained the same.
  • However, there is a really important thing that should definitely be mentioned when reviewing Corsairs: To Each His Own. This is the ship's control system. In other words, spam the island until the right wind blows. The problem is that now not only the speed and direction of the wind is controlled, but also the level of fullness of the sails. Moreover, their structure plays an extremely important role.

I would also like to give a description of one important situation in the review of “Corsairs: To Each His Own.” Now oblique or straight sails work differently. You can experience all the trouble from this system the first time you go to sea - on a mission about smugglers. Your task is to swim to the beach in the north of the island from 7 pm to 5 am, disembark there and, returning to the ship, cross over to the smugglers' ship. However, the author's first experience showed that the system is merciless. It would seem that from 19.00 to 5.00 there is a carriage. But no.

With a wind of 13 knots, the sails filled only 0.3, which is why the ship practically did not move. As a result, the author swam to the island just at 5 in the morning, observing on the horizon the same “Ghost” (the name of the ship in question), to which it was necessary to moor while the entry in the diary about the failed mission rang. It is worth noting that if you catch the right direction, you can swim to the point by 3 o’clock in the morning. At the same time, without teleporting to the pirate bay and sailing for an hour from it. And since we’re talking about the sea, it’s worth moving on to the review in “Corsairs: To Each His Own.”

Types of water transport in the game

The first thing worth noting is classes. There are six of them in total, and each includes several types of means of transportation on the sea. However, what do these classes mean? Before we begin the review of the ships "Corsairs: To Each His Own", you need to understand this. So, the class of a ship is its ability to work in conjunction with your level of navigation. Each will be listed below:

  • for 6th grade, level 1 is enough;
  • 5th grade - 25;
  • 4th grade requires 40;
  • 3rd grade - 65;
  • 2nd grade - 80;
  • and to control a first-class ship, you must have navigation level 95.

We continue our review of “Corsairs: To Each His Own” and tell you in detail about each of them.

Class 1. Meet Such ships are quite difficult. They are also not sold at the shipyard. This includes:

  • Warship.
  • Battleships of ranks 1, 2, 3 and standard.

Class 2. Ships also quite rare and not available for sale. Among them:

  • Merchant ship "Navio". It has a fairly powerful hull and a spacious hold. The sail set is also quite well designed. About 30 large guns are installed on board such a vessel, capable of providing protection against attacks by pirates.
  • A merchant ship of the East India Company. Makes long voyages with a guarded convoy. Some varieties may have many weapons and a large enough hull to be able to swim independently.
  • Heavy galleon. A military vessel that is used to protect caravans, as well as transport various valuable cargo. Quite slow, but well armed and fortified.
  • Frigate. Fast, with good weapons. Used for long-range reconnaissance and capture of enemy merchant ships. It can also take part in combat operations with other ships.
  • Heavy frigate. Used to guard convoys. Also fast and well armed.

Class 3. Here includes simple medium-sized vessels. Among them:

  • Caravel. It has a rather outdated design. Has a good set of weapons, but is not fast enough to be used in combat.
  • Pinnace. Common among traders. A fairly large and strong hull allows you to make long voyages and transport a large amount of cargo.
  • Karakka. A fairly slow ship, equipped with superstructures like towers. The only advantage is the large hold and strong hull.
  • Galleon. A warship that appeared at the beginning of the 16th century. The basis was karakka. At the moment (the game period is 1645) it continues to be used in combat.
  • Corvette. A vessel for reconnaissance and cruising operations. Also used for messenger service. Develops high speed and can maneuver extremely well under enemy fire.
  • Xebec. A ship with a narrow hull and slanting sails. Can reach high speeds (except for tailwinds). Popular among corsairs.
  • Half acre Somewhat similar to the previous one, but has a different sail set. The mainmast has straight sails. But because of this, maneuverability decreases.

Class 4. Presented the following models:

  • Trading schooner. A ship with good speed, a spacious hold and a shallow draft. Popular among novice traders.
  • Military schooner. Fast, well armed and able to maneuver in battle. Can be used for military purposes.
  • Barquentine. A simplified version of a merchant ship with a mixed sailing system for crews with little experience.
  • Brigantine. A legendary fast and maneuverable vessel. Popular among pirates and adventurers.
  • Brig. Actively used in the navy for reconnaissance. Fast and maneuverable.
  • Shnyava. Like the brigantine, it is the basis for creating a brig, which is practically not inferior in all respects. Popular among traders and smugglers.
  • Flute ship. An excellent merchant ship (in its class). Nevertheless, it has a modest set of weapons for the sake of spaciousness.

Class 5. Here includes:

  • Barque. An ideal vessel for long voyages. It has a large hold and good weapons. However, the structural features of the hull do not allow it to develop high speeds.
  • Sloop. Has the ability to develop high speeds and maneuver. There is a fairly powerful set of weapons on board. Actively used during patrols.
  • Lugger. A fast, small-sized vessel. Popular among smugglers.
  • Courier lugger. It has a durable body, strong weapons and is capable of high speed. Used for messenger service.

Class 6. Includes:

  • Tartan. Used for fishing. The armed vessel is used to patrol the coast.
  • Longboat. A small boat for traveling between islands.

Types of weapons

Now it’s worth talking about what the player needs to protect himself on land. Weapons are divided into two types: cold steel and firearms. The rarest of them, as well as the frequency of their occurrence in the game, will be discussed below.

Steel arms

Among the rare ones are:

  • Saxon sword Saxenfeder - when completing the task "Dutch Gambit";
  • saber Wrath of the Prophet - found when completing the quest "Pirate Saga";
  • Smallsword shortened sword - from the body of Chad Capper, during the mission "Dutch Gambit";
  • Mariner's naval rapier - rare, can be found in treasures and chests;
  • Morgan's flamberge sword - in the quest "Shadows of the Past";
  • Brett's rapier - from the body of Mary Kasper and in the treasures;
  • Pappenheimer cavalry sword - Thibault's body, Brother Jackman's body, treasures, characters from quests;
  • dagger Leader's Claw - a gift from Thaddeus;
  • one-handed spear Naab-Te - from the bodies of the Itza Indians;
  • Asoled's dueling foil - a prize for finishing first in the "Sailing Regatta";
  • officer's klewang - the last lesson and quest "Dutch Gambit" (for an English privateer);
  • sea ​​saber - treasures and quests;
  • saber Madonna - treasures, lighthouse keepers;
  • Scimitar blade - chests of ships of classes 1-3;
  • Storta - quest "Ancient Mayan City" (not always);
  • tlacomacan - similar to the butt of a musket, from the bodies of the Indians;
  • katana - captain's chest in the quest "Kaleuche";
  • ax - treasure, captain Van Berg, Crab Island.

Firearms

  • Double-shot pistol - quest "Kaleuche".
  • Blunderbooz - can be obtained for the quest "Turtle Soup".
  • Arquebus - treasures, chests of captains on quests, from the bodies of musketeers.
  • Matchlock musket - treasure, chest in the Puebla cabin and on the Santa Lucia galleon.
  • Naval carbine - quest "Dutch Gambit".
  • Tower blunderbuss - quest "Shark Hunt".
  • Screw fitting - quest "Shark Hunt".
  • Hunting fitting - quest "In search of the guardian of truth."
  • Sklopetta - quest "Return of the Baron", bodies of musketeers.
  • Colt revolver - exchanged with a Miskito shaman for a shaman's tambourine.

In the review of the game it is also worth mentioning one interesting quest. Therefore, below will be a brief overview of the “Sailing Regatta” in Corsairs 3: To Each His Own.

Regatta

The essence of the quest is that you need to travel from several islands on a lugger-type ship. The starting and ending point is Port Royal.

The race passes through the following points:

  • Port Royal;
  • Belize;
  • Port-au-Prince;
  • St. John's;
  • Bridgetown;
  • Port Royal.

At each point you must register with the port authority. There will also be various mini-quests in each city. In addition to the main prize, you can win 250,000 pesos. It is possible to bet on the winner.

Awards

First place:

  • blade "Asoleda";
  • Milanese shell;
  • compass.

Second place:

  • blade "Madonna";
  • sklopetta;
  • compass.

Third place:

  • blade "Saxenfeder";
  • brigant;
  • compass.

Results

So, you have been presented with an overview of the characteristics of the game "Corsairs: To Each His Own". We hope that after reading it you will not have any problems completing it. Have a good game!

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