Caribbean Legend · published · build 24358758
The game is now 75% off—our biggest discount ever, and it will not go any lower;
Immediately after this sale, we will significantly raise the game’s price;
Major Update 1.9 is out now;
No new game required;
We recommend disabling mods;
Ship, crew, and cannon management have all been overhauled;
New events have been added to towns and jungles.
Version 2.0 has taken the entire team a year of hard work. Once it arrives, Caribbean Legend will finally leave the 2000s behind and enter the 2010s. We believe that raising the price of a game offering 200 hours of content with greatly improved visuals is only fair.
Here are both previously released teasers for Update 2.0, in case you missed them:
Caribbean Legend is currently on 120,000 wishlists, and it would be unfair to raise the price quietly without warning—or without giving everyone one last chance to get an exceptional deal.
Until August 6, the game will be available at a record-breaking 75% discount
On August 7, the price of Caribbean Legend will increase by 10–25%, depending on the region
DLC prices will remain unchanged
This means that the next two weeks are your last chance to purchase the game at its historically lowest price.
That’s enough sales talk for today. Now—to what really matters. ːcharles_happyː
This is a landmark update: the penultimate major update for the game, and the last one built on the legacy DirectX engine.
Nothing less than the biggest and most advanced Sea Dogs experience ever created on Storm Engine.
Update 1.9 adds new events to towns and jungles, solves the problem of constant stagger-locking in combat, and—most importantly—makes ship, crew, and cannon management far more engaging, intuitive, and considerably less tedious.
No new game is required. We recommend disabling mods. As always, you can roll back to any previous version at any time.
And one more thing.
From time to time, some of the series’ most devoted veterans accuse us of casualizing the game and simplifying everything too much. To be clear: we are not trying to dumb the game down. Our goal is to make it cleaner, easier to understand, more accessible, and more engaging—in short, better!
Many of the systems that series veterans considered important did not actually work as intended, had barely any effect, or did nothing at all. Yet they still occupied space in the UI and demanded your attention—sometimes taking up half the screen and drawing focus away from mechanics that were genuinely important and interesting.
Of course, there may have been places where we got carried away and made the experience a little too casual. But that is temporary. Once there are no longer any barriers preventing a new player from understanding the game, we will immediately turn the difficulty back up. If necessary, of course.
In other words: clarity first, difficulty second.
Enjoy the update—and the read! ːrespect_soldierː
The centerpiece of Update 1.9 is a sweeping overhaul of ship artillery. We completely rebuilt cannon wear, redesigned the management screen, and introduced separate caliber limits for different parts of each ship.
Every ship now has three separate caliber limits: the main battery, bow chasers, and stern chasers. This means you can fit three different types of cannon to the gun deck, bow, and stern. Spend a lot of time chasing down skittish merchants? Bow-mounted culverins are the obvious choice. Need every last bit of cargo space? Mount lighter guns on the broadsides and something heavier aft. Don’t want to wear out your bombards firing at schooners? Give your man-of-war 24-pounders fore and aft, and let them know exactly who they picked a fight with!
What used to be a hidden mechanic—mildly baffling to newcomers and endlessly irritating to veterans—is now a fully fledged system.
Cannon durability and condition are averaged per broadside and displayed throughout the interface.
Cannons can now be repaired at the shipyard.
Cannons can be mounted and removed during battle.
Cannons in pristine condition grant bonuses, while ruined guns impose penalties.
The Gunner ability “Bombardier” and the “Hammer of Thor” ward no longer prevent cannons from exploding. Instead, they increase the bonuses granted by cannons in pristine condition. These effects stack.
All these new mechanics lead us here: the cannon management screen. The old version was cumbersome, demanded far too many clicks, and even allowed you to adjust the number of guns on each side manually—a feature that served very little practical purpose. Historically, an unbalanced ship would lose stability and could easily founder in heavy seas. The new screen is genuinely satisfying to use: one click seats every cannon in place with a fitting sound. Give it a try!
We have standardized arrow controls across the interface, expanding the familiar industry-standard system originally tested on the item-transfer screens.
Hold Ctrl to transfer 10 units or Shift to transfer 100. Use Ctrl+Shift or right-click an arrow to transfer everything at once.
This allowed us to remove the double arrows and clean up the interface without sacrificing any familiar functionality. A few screens still use the old controls, but we hope to bring all of them up to the new standard by version 2.0.