Blood & Gold: Caribbean! cover
Blood & Gold: Caribbean! screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

Blood & Gold: Caribbean!

Update Notes (December 22)

Hi everyone,

Today we'll be releasing a bunch of fixes following the previous update. Game version won't be changed.



Update notes:


Fixed:

- Many errors in the boarding system logic — now parties are calculated more correctly.
- Situation with the overload of prisoners freed after boarding fights.
- Logical error with customs officials of an allied faction blocking a fight and the game as a result.
- Bug that caused ships to duplicate their names.
- Error in Russian localization causing players to surrender instead of taking a fight.
- Incorrect equipment for runaway slaves.
- Buildings being removed after retiring the town's clerk.
- Errors in the chain of production.
- AI behavior errors during sieges.

UPDATE (23.12):

- Fixed ladder using mechanic by AI during sieges.
- Besieged AI now tries to cover from cannon fire behind the walls.
- AI governors are now constructing buildings in their towns.
- Fixed bug causing players to meet their double on plantations.
- Optimization for plantation locations (please let us know if it helped).

New module system, new update and Steam Trading Cards.

Hi everyone,

Today, along with the new update, we're also releasing the updated module system we've talked about in this post, with the detailed guide for modders with everything they should know about it. This module system is more refined than the original Warband's and includes a number of important improvements that will make creating mods considerably easier.

Here's an excerpt from the guide's introduction:

Why we created this system? As you should know, typical Warband module consists several entities – triggers, scripts, troops, items, dialogs, presentations, etc. Because each of those entities are simply Python array consisting from several other arrays, it is very inconvenient to make or track changes in those files. In general, it leads to lot of mistakes and clutters code flow, because not only you have to find function you need in a file which contains more than 100,000 lines, but also you should write you code as an array. This significantly slows down development. Also it is almost impossible to develop module using several programmers/designers and any version control system because all the changes are made to single file it is impossible to apply changes simultaneously even if you are working with different scripts, for example.

Because we have experience developing several tools we decided to simplify existing system by splitting most important entities into their logical elements – for example, every script can be in its own file or menus can have shared triggers without need to copying code thus reducing copy/paste behavior. Also it is possible to simply add your own functions to existing module without the need to modify module itself thus giving abilities to create libraries which can be shared between different modules. And of course it makes possible to use version control systems – SVN or Git for example.



As a bonus, today we also released Steam Trading Cards. If that's not saying anything to you, keep in mind — you can sell them. Now, to the update:

Update notes 2.020:

Content:

- Added new mission “Killer Nun” (available from “Suspicious man”).
- Changed locations “Mansion” and “Brothel”.
- Added new animations for hookers.
- Improved global map’s texture.

Gameplay:

- Improved additional options for escaping from slavery: your character can be freed, if he’s imprisoned in one of his own faction’s plantations/mines, or if he’s the owner himself. Besides, the player can be set free, if the owner of a plantation/mine is a governor that belongs to the faction allied with the player.
- Balance changes for bows in multiplayer.

Fixed:

- Bugs in diplomatic options available through “Secretary”.
- Bug that caused ships taking names of characters or troops.
- Bugs related to smuggling — now you shouldn’t have trouble fighting off customs officials (in case you’re still having problems, please let us know).

Module system:

- Opened sources for the module system (located at Steam\steamapps\common\Blood & Gold Caribbean!\modules_source.zip).
- Added 40-page guide for working on mods for the game — located in main directory.

Have a nice weekend!

Update Notes (December 15)

Hi everyone,

Today we're releasing the first update for the game.

This time we're focusing on bug and balance fixes and mainly, with other changes and additions coming later this week.


Update notes 2.010:

Fixed:

- "Canyon" land battle location, also known as "two bridges and stuck AI".
- Bug that caused characters to say "Yes, cap" to the player.
- Logical error in the dialogue with smugglers ("Dialogue with no exit function").

Balance:

- Lowered characteristics for guards on mines during escapes.
- Changed "escape" mechanic — every failed escape increases the probability of "amnesty" (we'll talk more about it later).
- Changed text description and lowered number of guards for the "Burning ships" mission.
- Increased number of thugs in the "Mine capture" mission.
- Simplified fleet management when entering and leaving harbors — ships are automatically added back to the player's current fleet.

Added:

- Two new maps for multiplayer (deathmatch) - "Camps" and "Ruins".

UPDATE:

We released a small hotfix with these two changes:

- Fixed fleet disappearance when entering and leaving harbors on some systems.
- Fixed a bug related to manual ship renaming.

A note on missions

Hi everyone,

We'd like to talk a bit about how exactly missions work in the game, as we often see some confusion among the players.

All missions are divided into two types: missions from "Suspicious man" and missions from governors.

The first option was designed as a possibility to make some money at the start of the game. Or to mend your financial wounds after being sold into slavery and losing in blackjack, when all you have on you is a hat and some Indian sandals. No ship. In that case, "Suspicious man" is your only hope.

Pictured — one of the new missions. Don't panic:



All missions from "Suspicious man" are played without your own party — you're acting as a bandit doing a dirty job, not a great and renowned commander. These jobs can be completed by anyone, even if all your troops are lying on the bottom of the sea. You will have a bunch of thugs following you around during these missions, but don't expect too much of them — try to depend on yourself first and foremost.

Doing governor missions is another matter. They have a better pay and often require at least a minimal number of troops. We had a particular number in mind when we designed these jobs —15. As players can have an overkill army size and some additional cannons to go along with it, governor missions have a limit to the number of people you can take with you (they will act as "volunteers").

Also, a little clarification on the "burning the ships" job — you need to burn the ships under construction in the shipyard, not the ships in the harbor — please don't hurt them. We'll edit the text description for this mission just in case, hopefully it will reduce the confusion.

And in case you're wondering if there are more missions coming — the answer is yes. We hope to have a new assassination job finished this week.

Future plans (+hotfix)

Hi everyone,

This was quite a night for us. But we're very happy that it seems we made a game many of you wanted. Thank you for your kinds words and support, as well as your critique. This is always important for us.

And right off the bat — we released a small hotfix today. Here's what it includes:

- Cheapest ship can now be purchased at all harbors in the game, so that low-rank player character ("Escaped convict") could leave an island.

- Changed flag for the Indian faction.

- Fixed game crash caused by localization error in Russian version.

- Fixed a bug that caused guards fight each other on plantations.

- Fixed a bug that enabled endless reward for a quest from "Suspicious man".

- Fixed a loot bug during auto-fight in land battles.

- Fixed cases of glass flying in the air on land locations.



Now we'd like to tell you about our plans for the immediate future. Next week, actually — of course, we always have a lot of ideas waiting to be implemented (with your help too!), but let's talk about some quick upcoming changes first.

1) Achievements and Steam trading cards — not the most important element of the game, obviously, but we understand and share the need of simple pleasures.

2) New module system release — we're making a short operation instruction for it. As we mentioned earlier, this new module system is considerably reworked and improved, so some kind of guide would be of use. With its release players will be able to change the game themselves. For example, if you'd like return the old troop control system from Warband, this should be easy to do.

3) New animations for hookers —not the ones you thought about. But they will still be very atmospheric. We think a little bit of femininity could make any Caribbean tavern a more pleasant place to spend time in.

4) New map for multiplayer — we'll talk about MP in greater detail later, we have some plans for it already. For now we'd like to add one more map. Speaking of which, do you have any preference for this map's game mode?

5) New assassination mission — as far as we can tell, assassination contracts are pretty fun. We'll try to add more of such missions, and a bit more challenging, than the current Kennedy murder simulation.

6) Balance for grenades in multiplayer — we played in MP yesterday ourselves, and it does seems that grenades are overpowered in their current state. We'll do our best to fix this, improving the balance generally along the way.

Blood & Gold: Caribbean! — Release