"Corsairs: A Pirate's Story": walkthrough of the French and Dutch campaigns.

I would like to present to your attention the project Corsairs: A Pirate's Story - an add-on for the game Corsairs 3.

Corsairs: A Pirate's Tale

Burning horizons of the Caribbean, endless expanses of sea, sapphire bays and lagoons, rich cities fortified with powerful fortified citadels, jungles teeming with danger and adventure, pirates, privateers, merchants and adventurers, military convoys and golden caravans, powerful squadrons besieging ports and landing troops. to capture enemy cities, powerful forts capable of smashing the enemy squadrons besieging them to pieces using the fire of their coastal batteries, espionage, betrayal, secrets and fires of the Inquisition, conspiracies, intrigues, love and revenge, all this is available to the daredevil who dares to challenge fate against the evil of the prevailing circumstances around him.

So, the Caribbean, 16-17th century - a time of power, conspiracies and struggle
for power in the New World, which broke out between four powerful European powers. Only two goliaths - power and gold - rule in these places. And only dexterity, courage,
Yes, the devotion and dexterity of their comrades can resist the hegemony of these giants and force them to reckon with a new contender for honor and respect in these waters.

Climb onto the bridge of your ship, feel the coolness of the hilt of the blade with your hand, hear the howl of grapeshot and the ringing of cutlasses, know the joy of victories and the bitterness of losing friends, but prove that you can play a worthy role in the times when the British Lion and the French Lily waged a tough confrontation with the Castile power and Dutch gold.

The team of the add-on "Pirate's Story" presents you with a new game project - Corsairs: A Pirate's Story. The game is adapted for PC, and is based on the pirate epic Corsairs 3
and Pirates of the Caribbean.

At the moment, the work is at the very beginning and we offer you an almost alpha version of the game, in which you can get acquainted with our project, leave us your wishes and comments.

The version presented to you contains an incomplete part of the Dutch line of the game, as well as a far from complete series of quests and generators.

In the future, the game will contain at least five storylines for different nations and pirate brotherhoods and large number quest base of various lengths and themes.

With the aim of giving more interest to the plot of the game, as well as combining famous characters in one time period we had to give up some historical-temporal realities, but the game is based on a number of reliable historical events, somewhat revised and supplemented to give a certain effect.

Meet Corsairs: The Story of a Pirate. Walk the path
from the beginning and make this story yours!

We wish you a fair wind on the endless
Caribbean spaces.

Game Features:

  • The choice of nation at the beginning of the game determines the main character
  • the main characters in the game are historical figures, on the basis of whose biography the storylines are built
  • concepts game plot depend on the selected nation
  • gambling with tavern patrons
  • new interface
  • change of clothes of the main characters
  • the trading system has "returned" from the game Pirates Caribbean Sea
  • statistics are kept of killed people and sunk/captured ships
  • realism of shooting from a flintlock pistol - bullets are needed to shoot, pistols are now more likely to misfire.
  • Hero's skills increased to 100 points
  • the ability to equip yourself with one or another bladed weapon and firearm depends on the corresponding skills of the main character.
  • the ability to control a particular ship depends on the “Navigation” skill
  • global map – real Caribbean
  • new system restoration of health
  • new overnight system
  • new quest generators for governors, tavern owners, shipyard owners, jungle bandits
  • new system for selling contraband
  • new administrative buildings appeared in cities
  • characters have a limit on their carrying weight
  • The boarding process has been changed (hold locations have been added)
  • system for generating “local” rumors among citizens
  • huge selection of cold and firearms(117 units of bladed weapons and 53 units of firearms)
  • a wide selection of different types of ships (there are 42 types of ships in the game)
  • most quests have two or more options, as well as much more...

An incomplete list of changes made to the game by the alpha version of the project:

1. Chests can be searched.
2. New items have been added to the game.
3. In the city from the pier you can see not only your own ships, but also the ships of other captains.
4. In the tavern you can meet a player who will play with you card game BlackJack ("21") - a mini-game in the game.
5. Now NPCs will have all types of sabers and pistols that are in the game (with the exception of “quest” weapons).
6. You can trade items with street vendors and store vendors.
7. At sea there is no “Swim to” option if there are hostile ships nearby.
8. Switch the camera from the 3rd person to the 1st person view and back using the "Tab" key. Unbind/bind camera to character F10.
9. Time acceleration works at sea and on land. R - increase by z (press again to return to 1); +/- increase/decrease by 0.25 (maximum 5x, minimum 0x, i.e. pause).
10. The speed of lowering/raising sails has been reduced by 3 times.
11. The speed of reloading guns has been reduced by 2 times.
12. Changed the game interface (still under development)
13. Changed the music in the game.
14. The system for viewing relations between nations and the player has been changed, now done in the form of a matrix.
15. The NPC generator has been improved to generate normal land enemies.
16. Nations make peace and quarrel according to the plot scenario.
17. Changing clothes through the character interface.
18. Pistols are loaded if the weapon is in its sheath and if there are bullets in the inventory.
19. When transitioning between locations, the current time changes (increases).
20. Added statistics of killed characters.
21. All NPS models are taken from the Civil Procedure Code. Some models are cloned and retextured, i.e. There are now fewer twins on the streets in cities.
22. Added jungle, houses and other locations
23. Bandits have been added to the jungle, who do not always turn out to be bandits. If you're lucky, you can take one of 2 possible generator quests.
24. Moneylenders lend money, take money for safekeeping and are very upset if the debt is not repaid on time.
25. The ability to save the game on the high seas has been removed.
26. Added the possibility of the pistol misfiring. Depends on the quality of the pistol, the "Pistols" skill and the "Luck" skill.
27. Maximum value Each skill has been increased to 100. When the level increases, 10 free points are added.
28. The penalty for controlling a ship depends not on rank, but on “Navigation”
29. The product generator has been removed. Now there are “fixed” goods on each island.
30. Cannonballs, Buckshot, Knipels, Bombs, Planks, Canvas and Provisions can be import/export/smuggling goods.
31. Smuggled goods have been added to each island. A new system for selling contraband has been implemented.
32. The interface for simply displaying information about the colony on a paper map has been changed.
33. Added an interface for viewing prices and quantities of goods in colony stores. The list is updated after visiting the store (viewing products). If a store has never been visited before, the list of its products in the Trade Journal is empty.
34. Search of corpses.
35. Global map, islands, names of cities and bays taken from K:VL
36. Added the ability to go to the cabin through the menu.
37. Changed overnight stay. Now in the tavern room (or the cabin of your ship) you need to go to the bed and use F3 or through the “Use bed” command menu and select a sleep time: Until evening, Until morning, Until next morning, 1 hour, 2 hours, 3 hours, 4 hours, 5 hours or 6 hours.
38. The algorithm for distributing items to merchants has been changed. Now there will be no freebies with moving from location and back.
39. There are only 53 firearms in the game (pistols, multi-barreled pistols, blunderbusses, arquebuses). The ability to use one or another firearm depends on the “Pistols” skill.
40. There are 117 melee weapons in the game. The ability to use one or another saber depends on the Fencing skill.
41. HP of NPCs is not restored. Full recovery after sleep (in a tavern or cabin) or after entering the global map. You can restore health using appropriate items (food, potions, alcoholic drinks, etc.), which can be purchased from merchants.
42. Some actions are voiced (lowering/raising sails, meeting with an encounter on global map, completion of starboard/left side charging, etc.).
43. The number of voice lines for various NPCs has been increased many times over.
44. Boarding locations have been changed (taken from KVL). When capturing large ships, the chain of boarding locations consists of “Deck” --> “Hold” --> “Cabin”.
45. Added exchange of items with officers through the exchange interface (as when searching a chest). Called through dialogue with the officer.
46. ​​The possibility of upgrading the hull by sewing on metal plates at the shipyard has been removed
47. Added the ability to store things in the cabin chest. When changing ships, items are transferred automatically.
48. The weight carried by the NPC is limited. The "Weight" parameter has been added to each item.
49. New quest generators for governors
50. Statistics of sunk and captured ships are kept.
51. Loaders have been added to cities.
52. There are 44 types of ships in the game (models Corsairs 3, Pirates of the Caribbean, Corsairs 3: Dead Man's Chest, Corsairs: Return of the Legend, Corsairs: City of Lost Ships, several new models). Some ships have new textures. A complete texture update is planned.
53. Added some tavernkeepers random quests(not generators). You can take it from the dialogue thread about work.
54. There are several additional quests in the game. Quests can be taken in conversation with various NPCs; some quests “find” you themselves.
55. So far only the Dutch plot has been developed in the game (other nations are playable, but without a plot). The plot is being completed. The game contains 65% of quests.
56. A tip on where to get some additional quests can be obtained in dialogue with townspeople.
57. Telescopes display the distance to a fort or ship.
58. Added generator quest tavern keepers.
59. Added a generator quest to the shipyard.
60. Added loading screens for various locations.
61. New emblems have been added to the sails.

The Pirate's History add-on includes the developments of the Pirates of the New World project, and also some members of the team of this add-on and some participants of the add-on for the game Pirates of the Caribbean "Filibusters" are taking part in the development. So you will see many of the trends of these projects that were unrealized at one time in the add-on Pirate's History

Anyone who has completed the Corsairs game at least once would probably like to repeat the process again. The fact is that this game offers a unique opportunity to abandon earthly problems for a while and become a real pirate. You will have the opportunity to buy your first ship, assemble a team, gain authority by conquering the seas. Naturally, there is also storyline(campaign), however you can have unlimited fun by playing free mode. But sooner or later the game will end, there will not be a single corner of the planet that you would not visit on your pirate schooner. Then you will have to return to reality and abandon your “pirate past.” Naturally, you don’t want to allow this to happen, and the addition “Corsairs: A Pirate’s Story” will help you become a pirate again, completing which will return you to the familiar world of adventure.

Game description

Let's see what surprises the continuation of our favorite game has in store for us. What's interesting in the add-on "Corsairs: A Pirate's Story"? The passage here is divided into two campaigns, which consist of eight and ten story missions. In one of them you will become a Dutch merchant who will lose absolutely everything in a storm. Miraculously, he will be able to escape, after which he will begin his wanderings across the seas. In the other, you will have to immediately become a French pirate who, at the age of fourteen, killed an army officer in a duel and was forced to set sail to avoid imprisonment.

These two campaigns will again allow you to become a pirate, sail the oceans and capture ships, destroy opponents and pursue your cherished goal. In the game "Corsairs: A Pirate's Story" the passage is focused specifically on the main plot, so there will be less freedom of action, but the narrative will captivate you so that you yourself will not want to be distracted by anything else.

Passage of the Dutch campaign. Part 1

If you chose the Dutch campaign in the game "Corsairs: A Pirate's Tale", the passage will begin from the moment your hero Peter Hein survives the crash of his ship and ends up on the shore of the island on which the village is located. An old fisherman will take him in and give him shelter, but then the unexpected will happen - the village will be attacked by British troops, who will capture you. You will have to agree to spy against your own country. But pretty quickly you will be able to get rid of this burden. You will need to help one old sailor, who will give you his ship in gratitude, since he himself has been planning to retire for a long time. This is where your adventures begin.

First you will need to contact a banker and open a branch, after which you will have to commit a real scam. Together with two other pirates, you need to capture a ship carrying the bank's funds. Having done this, you will be able to deal with the rest of the pirates and take possession of absolutely everything. As you can see, completing the game "Corsairs: A Pirate's Story" presents you with an interesting choice, and this will happen more than once.

Passage of the Dutch campaign. Part 2

If you chose the Dutch campaign, the passage of the game "Corsairs: A Pirate's Story" after the quest with the bank will no longer turn in a different direction. Next task- find a bank where coins will be cast to order, and then for another bank, escort a caravan that other pirates will constantly try to attack. The last two tasks will be the most exciting. In the first, you will need to break out one of the important members of the pirate Coast Brotherhood from prison in order to convince them not to attack the Dutch ships. And in the second you will have to swim in search of a rare gift for the daughter of the head of the bank. In the game "Corsairs: A Pirate's Story" the passage of quests will be very exciting and interesting due to their diversity and unusualness.

Passage of the French campaign. Part 1

Michel de Grammont is main character second campaign, a French young boy who is in exile for the murder of an officer. Naturally, he chooses the pirate life for himself. This is how you begin the passage in the game "Corsairs: A Pirate's Story". France is just one of your opponents along the way. Basically you will have to fight with other pirates, proving your worth and gaining a reputation. This campaign is much more active and combative than the Dutch one, since here your goal is to become one of the best pirates in the whole world, having passed the way from a simple crew member of one of the True, the path will not be too long - only ten tasks. And already in the first of them you for military merits They will give you the first ship on which you will start “pirating”.

Passage of the French campaign. Part 2

During nine of the ten missions you will need to fight with other corsairs, as well as with those who do not like corsairs in general. Gradually you will become more and more famous among pirates, acquire more impressive ships and a more reliable crew, until last mission It won't turn out that you have been demoted. You will have to go to the king of France, where you will be pardoned and even given your own colony in which you can live and prosper.

1 PROLOGUE:
there are two options for passing - this is to sail away with the Frenchman and fall into a failure from the deck into the hold and stay... the second is without a bug and is playable without swearing towards the creators))
Remaining on the island, GG is captured by the British, where he is offered to become a spy against the Dutch. If you agree, we go to the pier and meet a person who offers us a way out of the current situation, after all, betrayal is a disgusting thing... We do what we are told and end up in Bermuda (the main thing is not to die in a fight).

2 Aldo Wildman:
In Bermuda we go to a tavern where we are attacked by two types... we cut them up, a man comes up to us and asks us to help him escape from the island with his beloved. After waiting for night in the tavern, we go to the house near which there are two guards, having removed the guard near the door, be ready for a fight inside... Having dealt with the thugs, we take the lady and run to the port where the ship is already waiting for us. Heading to Curosao. Having arrived at the place, the owner of the ship declares that he has decided to settle down and gives us his ship and also advises us to visit the head of the banking house (the head is in the moneylender's house in the room on the right).

3 Bank branch:
The banker gives us the task of opening a bank branch... We sail to Dominica and from a conversation with the residents we learn that a bank is needed there, we go to the head of the settlement and get his consent to open a branch.

4 Monitoring of branches:
Having received the task, we sail to Martinique and from the conversation with the head of the bank we learn that they intend to capture the stock market, he gives us several shares. On the way out, a man comes up to us and offers us a small deal... It’s your choice to agree or not! If we agree, we will find out that we need to attack a ship that is carrying good loot... We go out to the global and look for purple sails, we board and the bay is divided. One of the privateers refuses his share and we refuse the offer to divide 50/50. By removing our opponents we get a controlling stake!!! We return and give the task.

5 Golden guilder
Everything is simple here: you need to find a bank that agrees to withdraw money according to the order!
I hired the same bank in Martinique with an overpayment))

6 Caravan
First we buy equipment for the caravan, then we sail to Bermuda. When leaving the glabalka, be prepared to fight. Having collected the caravan, we sail back. The main condition: all ships must reach the destination!!!

7 Parliamentarian:
According to the assignment, we must go to the Coastal Brotherhood and persuade them not to attack Dutch ships. We are heading to Bermuda and in response to our request we receive an answer that one of the council members has gone to prison and we need to get him out. There is nothing to do, we will have to pull it out... We sail to Porto Bello and go to the commandant of the fort and offer a ransom for Zhivopyra. We return to the city and go to the tavern where we see a Spanish officer, help him up into the room and grab his uniform as we leave. After changing clothes, we go back to the fort and take Zhivopyra. It is important that the ship is in port, otherwise Zhivopyra will not go!!!
The whole thing is done heading for Bermuda!!! Having received assurance that the creatures will not attack, we sail to the employer.

8 Rare item:
The head of the bank asks us to find a very rare product in the Caribbean for the wedding day. We sail to Le Francois and talk to the smuggler in the tavern. He says that they cannot help us and suggests asking the merchants in the stores.
In order not to scour the entire archipelago, we immediately sail to San Juan. From our conversation with the merchant we learn that there is a person in the house next to the bank who can help us. We go there and find out that the person we need has sailed to Jamaica for 2 weeks. After 2 weeks we return and find out that his wife’s jewelry was stolen. We need to find them in exchange for the supply of rare goods.
You need to get around the street vendors (I was lucky the first time)!!! One of them has one of the stolen things, we click on the merchant and he gives us the one from whom he took them....
9 In the clutches of a lion:
This is the last task of the head banker.
So the head of the banking house tells us that our governor is looking for something
and this is probably the work of the British. The only normally developed city
for several kilometers this is Antigua, we are sailing to Antigua (it is advisable to have
a 3rd or 2nd class ship or a normal squadron) we cannot land at the port
so we land in the bay and there we meet a man who introduces himself to us
one of the survivors after the capture of the governor's ship, he tells us that
they are going to take the governor to Port Royal and we need to hurry because soon
he will be led through the jungle. Then this man who told us everything says that
he is an English spy. He will try to kill us with a squad of soldiers when you have finished everyone off
let's go into the jungle there will be another detachment of soldiers with an officer, we'll send these to
the underworld. We talk with the governor, he says that in one of the mines (dungeon)
The diplomats remained locked up and if we free them, he will generously reward us.
So let's go to the dungeon (stock up on healers there will be no officers there) there will be somewhere
about 6-10 soldiers with an officer when everyone is dead we go into the room there will be standing
diplomats talk to one of them and go to the ship. We sail to Curacao
and near the island we go out to sea and immediately move to the cabin and talk to the governor, he says that now we are in his service.
THE END OF Banking
P.S. Before completing this task, it is better to take your earned money
at Vanstal


« Michel de Grammont- a pirate, a native of Paris, the son of one of the officers of the guard of Louis XIII. At the age of fourteen, he, outraged by one circumstance that offended the honor of his sister, killed an officer in a duel...”
A well-known fact. This is how the adventures of the protagonist of the new French plot of the game “Corsairs: The Story of a Pirate” - an addition to the “City of Lost Ships” - begin.
You have to go the whole way of this famous French corsair - from that same ill-fated duel to receiving the title of governor-general of the southern part of one of the islands of the Caribbean archipelago, destroying all enemies along the way, destroying Spanish cities and rescuing loyal friends from trouble. As the plot progresses, the hero will meet no less famous personalities: Laurens de Graff, Nicholas Van Hoorn and even King Louis XIV himself, as well as many other historical characters. Almost all the facts from the life of this famous pirate are played out in the plot.
Read the full list of changes:
v0.4
1. New French plot.
2. Colony management.
3. The French hero has found a soul mate.
4. It is now possible to take 1-3 people from the team ashore with you.
5. The hero can use muskets. 'Z' key in combat mode - quickly change the musket to the previous weapon.
6. A chain of non-linear additional quests: “An unexpected partner” -> “Long search” -> “A little gold” -> to be continued...
7. Additional quest "The Stolen Bride"
8. Added the ability to hand over goods to the governor of the colony. The governor pays 30% of the cost of the goods.
For every 10,000 piastres that the governor earns for you (in commodity equivalent), the governor’s reputation with the nation increases. There is no limit on money and no restrictions on the amount of goods that can be handed over to the governor.
9. Ship characteristics have been reworked.
10. New generator quest "Street Vendor Envy"
11. New generator quest "Losing Player"
12. New generator quest "Adultery"
13. New generator quest "Musketeer's Revenge"
14. New generator quest "Help a beggar escape to Europe"
15. Added OZGs from NPCs. Now not only nations can send OZGs; if you have seriously offended an NPC, he can put up a reward for you.
16. The map viewing interface has been moved from previous versions. Called by pressing the "M" key. Added the ability to view all available character cards. On island maps you can now see where the hero and his ship are located.
17. If the morale of the team is worse than normal, when landing in the city, a certain percentage may desert. The worse the morale, the more people will leave the team.
18. Treasure maps are no longer sold. You can find them on boarding in the chest of a defeated captain.
19. Treasures now contain weapons. Level 2 treasures contain unique weapons.
20. The French hero will have his own home. You can store items in chests and spend the night in the bedroom.
21. All key characters in the French plot are voiced with new lines in French.
22. The firing range of guns has been corrected - the larger the caliber, the farther it shoots.
23. In combat mode, change from a saber and pistol to a musket using the “Z” key

Corrections:
1. In the Dutch story, when rescuing merchant Alan, the quest boarding location was loaded incorrectly. Corrected.
2. In the governor’s letter delivery generator, one of the options had a dead end. Corrected.
3. Added the ability to make PGG the captain of a ship.
4. The rate of fouling of the bottom has slowed down.
5. Algorithms for item drops from corpses and chests have been corrected.
6. The likelihood of officers dying from a stray cannonball has been reduced.
7. The calculation of energy expended when striking with a saber has been redone.
8. The number of crews on all ships has been revised.
9. Increased max. The store's money limit is doubled.

v0.3
1. Added 18 ships.
2. 75 new sail emblems.
3. Events on the high seas are announced (raising/lowering sails, etc.)
4. The bottom of the ship is overgrown. Careening can be done at any shipyard. Bottom fouling affects the speed and maneuverability of the vessel.
5. About 100 units of bladed weapons. Added "Block" and "Block Break" characteristics.
6. More than 50 firearms, including muskets and multi-barreled pistols. Added the possibility of weapon misfire.
7. Officers can only be appointed to a position based on their specialization (main or secondary profession). Anyone can be appointed as a boarder. Information about the officer's profession has been added to the F2 form instead of the "Rank" field and to the officer's appointment form.
8. There may be hostile Indians in the jungle.
9. Patrols in the jungle do not stand still.
10. The algorithm for distributing loot to corpses has been reworked.
11. Status bars above ships at sea are now visible only on the “Sailor” and “Boatswain” difficulties.
12. The energy bar of opponents during land battles has been removed.
13. The logic of items in chests has been changed.
14. Overnight stay at the tavern has been changed. Now, for 10 coins, a room can be rented for 24 hours (i.e., the doors to the room remain open for 24 hours). Rest via the interface triggered by an action near the bed for 1 to 24 hours.
15. Added a French colony to Dominica.
16. The issuance/purchase of patents is disabled (the national lines of the Civil Procedure Code have been removed)
17. Removed extras. GPK quests:
- Ghost ship;
- Enchanted city;
- Kill all the beggars;
- Askold's quest;
18. New NPCs have been added to the capitals (Willemstad, Fort-de-France, Port Royal, Havana) - heads of banking houses (YET, only for the Dutch plot)
19. New system of gun calibers: 6, 9, 12, 18, 24, 32, 42 ft. Culverins max. caliber 18. On ships max. possible caliber = 24, (32 and 42 only for forts)
20. The smaller the caliber of the guns, the farther they shoot. The fort has stationary artillery - large-caliber and long-range.
21. Complete re-balancing of ships. All characteristics have been reworked.
22. Headings of story quests in the ship's log are highlighted in yellow.
23. Textures for soldiers and officers are taken from Black mods Mark Studio (special thanks to them for agreeing to use).
24. The cost of ships when sold at the shipyard has been reduced by 4 times.
25. Added some special effectsduring the assault on cities.
26. Changing the heraldry of sails through the interface. Only the emblems of the main character's nation are available. (If the GG is French, English, etc. coats of arms are not available).
27. The Dutch plot is finished.
28. The navigator's navigation does not affect the penalty in PIRATES. If a player has a ship that is not suitable for navigation, penalties are assessed in PIRATES.
29. Reworked boarding locations. Now the boarding has become larger-scale.
30. In the chest of the cabin of the boarded ship are the savings of the defeated captain.
31. Gold and silver are no longer transported like wheat. Do you want big jackpot? Look for golden caravans.
32. Added a new type of officer: 1st assistant. He can only be appointed as a boarder, but when the question arises, “Who should be appointed captain of a captured ship?” - a better candidate cannot be found.
It is no longer possible to appoint other officers as ship captains.
33. The amount of money at the store has been entered. Now not every store is able to buy goods from the holds of 5 manovars.
34. Added two new generators for the bad guys. Found in pirate taverns and on the streets of pirate settlements among pirates who look like officers.
35. In naval battles, there is now a small probability of officers dying from a stray cannonball.
36. 16 new additional quests.

Installation:
1. Download the image
2. Mount the image in Alcohol or Daemon Tools
3. Run Setup.exe
4. Install into the game folderCorsairs: City of Lost Ships version 1.2.12
5. Run from a shortcut on the desktop or through the Start menu or from the game folder, file - engine2.exe

Attention! After installing this add-on, the game in original game Corsairs: City of Lost Ships is impossible.


Corsairs: A Pirate's Tale– an unofficial addition to the original part of the RPG “Corsairs: City of Lost Ships”. The developers set the main goal to significantly expand the universe, adding completely new characters with their own plots and stories. Thanks to this, as soon as you finish the game for one hero, you immediately want to go through it again, choosing another. I don’t want to leave the world where the salty sea wind blows and every decision must be defended with arms in hand until the last moment.

Game Features

  • Added a large number of completely new ships with unique characteristics. Study them carefully to choose exactly the vessel that will fully meet your requirements;
  • A huge arsenal that can be used to win any battle: many types of bladed weapons and several types of muskets. Use all this magnificence if you want to emerge victorious in battles with superior enemy forces;
  • Non-linear plot flavored with a huge number of additional quests. The player can choose for himself whether to put all his effort into completing the main quest, or to first complete as many free quests as possible in order to plunge headlong into game world, feel its indescribable atmosphere.

Game plot

The addition "Corsairs: A Pirate's Story" offers two characters: Peter Hein - a Dutchman, and Michel de Grammont - a Frenchman. Each of these characters has their own story and plot. Playing as Peter Hein, the gamer will go through the Dutch mission. It all starts with the fact that Peter, a young graduate of the best maritime academy, by the will of fate, finds himself thrown ashore by a storm. A catastrophe that took away everything he loved and valued - his parents, his bride, a merchant ship with a cargo of silk. It is only by luck that Peter is saved by a poor fisherman. But, barely the hero has time to come to his senses, the British attack the island. Peter has no choice but to take the criminal path. Will he die in the first battle? Will he become one of the most dangerous and successful pirates in history? You will learn about this by going through the Dutch story.

The French line revolves around Michel de Grammont, the son of an officer. He was fourteen years old when Michel challenged an officer who had insulted his sister to a duel. After the murder, the hero has no choice but to flee the country. What will his fate be? He may end his life in jail for killing an officer, or he may become one of the most powerful and influential people in the Caribbean. The French mission will tell you about the details of life.

Game results

The addition turned out to be really large-scale. Two serious, carefully developed plots, a huge number of small improvements, completely new features and functions - this makes the game even more fun and exciting. You can be sure that if you decide to go through it, you will definitely not be disappointed.

Share: