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Patch 2.0 Open Beta

Caribbean Legend · Community Announcements · October 03, 2026

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Ahoy!






How we got here



This beta and this patch are unlike anything you've seen before. I don't know of a single game that has ever gotten an upgrade like this in a patch.

To move the game onto new technology, we first had to take it completely apart — and then build it back up. I'm serious: we started with rendering a single texture of a red square on a black screen, right where the main menu stands now.

A year of work, weeks of crunch and the sheer dedication of our alpha testers got 80% of the rebuild done. The remaining 20% we're hoping to close with your help.

Please send us any feedback, point out every seam, every rough edge, everything we missed — in the dedicated channels on Discord and Steam.

We're especially interested in:




What we know still needs work:




Even so, patch 2.0 brings an incredible sense of novelty and fills the sails of Caribbean Legend with fresh wind.

We've put real work into stability. The game can be played all the way through, there's a huge number of improvements waiting for you, and in places the view is genuinely stunning.

https://youtu.be/35z5A66FdhY
https://youtu.be/h0OcIEWbeUw

The Great Caribbean Amnesty



We've unbanned everyone banned in our Steam community. These have been three and a half nervous years for everyone who cares about this series of games.

Patch 2.0 is a sunrise, a new day. Let's take the first step into it together and leave the old grudges behind?

How to get into the beta




What's new





Renderer, Lighting and Materials



1. Moved the game to a modern Vulkan-based renderer, the foundation of the revamped graphics: new lighting, realistic materials and a new sea.
2. Completely reworked lighting for locations, the sea and ships. Light and shadow better define buildings, coastlines and ship details.
3. Added global illumination and cascaded shadows. Objects in shadow receive ambient light, while shadows remain detailed both nearby and in the distance.
4. Added PBR support. Objects now have realistic materials with roughness and metallic surface settings.
5. Reworked shadows in locations, on the world map and on ships; added shadow quality and ambient occlusion settings to suit your computer.
6. Added SSAO: subtle shading in corners and crevices gives the environment greater depth and realism.
7. Added Bloom, a post-processing effect that creates a soft glow around bright areas, making lighting more realistic and pleasing to the eye.
8. Added GLSL shader support. Expect richer visuals, more cinematic effects, and graphics cards finally understanding why you bought them.

Sea, Sky and Weather



9. Completely reworked the sea and ship physics. Wave height depends on wind strength, and water interacts correctly with ship hulls. The sea has never looked so beautiful.
10. Removed sea shimmer caused by draw distance limits.
11. Reworked the sky with dynamic, textured, multilayered clouds that respond to the direction of the light source.
12. Adjusted the movement of the sun and moon and smooth lighting transitions throughout the day and seasons. Dawn, noon and sunset gradually transform familiar places.
13. Reworked weather at sea and storms. Calm seas and storms now have distinct moods, from lighting to the appearance of sky and water.
14. Added dynamic weather: rain starts gradually as clouds move and lighting changes. Rain probability depends on the season.
15. Added realistic lightning flashes that change location lighting.
16. Updated rain, wind and thunder sounds. Bad weather has never been so enchanting!
17. Ship firing arcs now follow the sea surface and its waves instead of floating in the air. They no longer show through other ships, either.

Effects and Display Settings



18. Added FXAA and SSAA anti-aliasing. Every system has a way to get the picture just right.
19. Reworked post-processing and added brightness, contrast and gamma settings. Adjust the image to your monitor and taste: brighter, darker or with more contrast.
20. Added puddles with dedicated materials and reflections, plus raindrops falling from roofs. You can see reflections in water on the ground and drops falling beside buildings.
21. Updated blood marks on surfaces and damage marks on ships. Battles now leave visible traces on the environment and hulls.
22. Reworked spyglass lens effects. They now realistically distort the image and produce chromatic aberration, like actual 17th-century spyglasses.
23. Integrated the Effekseer effects system, bringing effect creation and integration up to modern standards. Some effects have already been updated: you'll like the new fire and smoke.

Locations and Animations



24. Updated the interiors of almost every building type: taverns, stores, shipyards, banks, port authorities, homes, churches and much more.
25. Created around 1000 new environmental objects, including interior details, lights, furniture and vegetation.
26. Completely rebuilt several towns: Basse-Terre, Saint-Pierre, Bridgetown, Capsterville, St. John's and Philipsburg.
27. Reworked jungle locations and updated all vegetation. The Caribbean has a whole new palette!
28. Updated lighting on grass and ship ropes. Grass now responds to local light sources: grass beside a lantern, for example, receives its light.
29. Improved sailors' deck animations. In combat, sailors take their places at the guns and prepare to fire; outside combat, they have several new activities.
30. Added shader animations for palms, vegetation and fabrics.
31. Implemented model levels of detail. We can finally build truly enormous locations packed with objects without slowing the game down.
32. Added skinning support for four bones per vertex, enabling modern character animation. A whole sea of possibilities!
33. Bushes and small plants react to characters moving through them.
34. Implemented modular objects (prefabs), allowing locations to be filled quickly with lush vegetation and hundreds of small details that bring the environment to life.
35. Added texture layers for terrain painting, replacing outdated techniques with sharper, less demanding surfaces.

Performance



36. Added texture caching to prevent repeated loading of the same resources, significantly improving performance.
37. Optimized sea geometry and textures and reduced island texture memory usage. The game now runs more reliably and looks much better.
38. Optimized character updates. Townspeople no longer check thousands of parameters every frame.
39. Reduced the game's size by removing unused textures. It now takes up 30 GB less disk space.
40. Added proper fullscreen mode without the crashes. You can now minimize the game at any time.
41. Added full graphics settings accessible from the in-game menu. Adjust your configuration without restarting.

Engine, Scripts and Localization



42. Added support for DDS textures and compression modes. We can finally move away from outdated image formats and compression that degrades quality.
43. Added formatted text support, including inline icons and on-the-fly color and font changes.



Trade and Colony Reputation



44. Added colony trade capacity. Maximum transaction size depends on ships, skills, the colony's size and wealth, and your reputation.
45. Added colony reputation, reflecting how townspeople and local businesses feel about you.
46. Quests, deposits, businesses and profitable trade improve your reputation. Harming the colony or its internal market lowers it.
47. Used market capacity does not recover immediately, encouraging you to change trade routes.
48. Completely reworked the distribution of imports and exports between colonies.
49. Gave settlements on the same island different trade specializations. Saint-Pierre and Le François used to trade identically; now they differ.
50. The archipelago's economy changes with every new game, making exploration rewarding again.
51. Replaced the old stolen-goods system with full tracking of where goods came from.
52. Stolen goods grant almost no trading experience, unless you are a Rogue.
53. Added tracking of quantities purchased and average purchase prices.
54. Tied trading experience to profit from reselling purchased goods.
55. Revised cargo weights and ship hold capacities. Removed bundled units.

Businesses




56. Added businesses. Buy land and establish your own enterprise in certain colonies. Look for construction sites.



Budget, Taxes and Banks



57. Added a unified monthly budget summarizing regular income and expenses. Choose how to pay and face the consequences.


58. Converted deposit and loan rates to annual interest.
59. Removed the system for sharing loot with the crew.

Miscellaneous



60. Reworked ship prices. Selling stolen ships is now more profitable.
61. Revised ship upgrade costs. Upgrades now require fewer materials.
62. Reworked the Season of Shadows effect: it now affects the price of goods produced by businesses instead of stolen goods' sale prices.
63. The Pirate Code effect has also changed.

Weaponsmiths and Smugglers



64. Expanded weaponsmiths' stock. As you progress, you can buy a decent blade instead of only finding one.
65. Added the option to buy small quantities of strategic goods from smugglers.
66. Reworked smuggler trade rules. Your relationship with them determines the maximum size and number of ships allowed in your squadron.

Colony Information





67. Added a colony screen to the main game menu. The stronger your ties to a colony, the higher it appears in the list.
68. Each visited colony receives a special status, and the first visit date is recorded for whenever nostalgia strikes.
69. Added each colony's history and a few interesting facts. Rediscover familiar places!
70. Colony reputation, fort strength, economic size and potential plunder help you make decisions. No more guessing which colony is most profitable to raid or easiest to strip of its fort: it's all in the description.



Character Creation



71. Completely redesigned the new game screen.
72. Added two backgrounds: Commander and Rogue.
73. Reworked all background perks and added new ones. Each background now has 2 personal perks and 1 naval perk.
74. Added character traits: innate characteristics.
75. Added hobbies, reflecting what characters did in their youth.
76. Enemies, allies and officers can have all of these too.
77. Added a choice of starting honor, opening up new opportunities as early as the prologue.
78. Added a choice of baggage: the items your character brings to the Caribbean. There is plenty of useful gear, so choose wisely.



Roleplaying Opportunities



79. Added over 2000 lines of dialogue, taking backgrounds, skills, perks, honor levels and past decisions into account.
80. Roleplaying options offer rewards, new information and alternative dialogue.
81. These opportunities appear in story quests, generated quests and even everyday activities, such as recruiting crew at night as a scoundrel.

Officers



82. Revised officer loyalty. Brothels and churches now offer ways to improve the loyalty of scoundrels and virtuous officers.
83. The unique officers from The Dutch Gambit now receive full backgrounds like the protagonist's, rather than just perks, when their personal quests are completed.

Dialogue and Quests



84. Added tutorial dialogue to every important town character. Ask anyone from a shopkeeper to the commandant how things work in the Caribbean for comprehensive information about gameplay.
85. Reorganized shopkeeper and moneylender dialogue, removing unnecessary steps and putting responses in the right order.
86. Completely reworked dialogue in The Black Mark. As you progress and Tommy Irons gradually regains his memory, you can learn about his past.
87. Expanded the ending of The Slave Trader. With high enough skills, you can now achieve a measure of justice.



Difficulty Levels



88. Completely rebuilt the difficulty system. There are now four levels.
89. Character progression speed is now a separate setting, independent of difficulty.
90. Each difficulty now changes enemy behavior, reaction times and attack speeds, not just numbers in formulas.
91. Combat becomes easier or harder both on land and at sea.
92. Added a separate brutal difficulty that locks new game settings to specific values. Completing it awards a special achievement and the right to argue about balance.

New Game Settings



93. Added advanced new game settings. Caribbean Legend has never offered so much freedom to customize its world.


94. Removed the outdated tactical/dynamic sea mode switch. It had barely done anything for the past year anyway.
95. Removed the loot-sharing setting along with the system itself.
96. Removed the separate switch for saving during naval combat.
97. Removed the old hardcore mode setting. Autosaves had made it redundant.



Attributes and Character Progression



98. Reduced the number of skills from fourteen to twelve.


99. Removed Success from the PIRATES attributes.
100. Recalculated how attributes affect skills and revised starting skill values. Non-combat backgrounds now have an easier start.
101. Removed the long-term health condition mechanic and everything that affected it.
102. Recalculated experience thresholds and perk requirements.
103. Updated health, energy and critical hit formulas following the attribute changes. Energy is slightly higher, health slightly lower, and the Rogue now has the highest critical chance instead of the Sharpshooter.
104. Redesigned the equipment screen and added other active character effects, such as attack speed, movement speed and poison immunity.



Perks



105. Reworked the Mastery perk tree. As players have long requested, each perk can now be developed independently.
106. Revised some personal perk costs. The Soldier and Sharpshooter trees are slightly cheaper.
107. Expanded the Gunner tree with 2 entirely new perks. Retaining part of a broadside's reload progress when switching ammunition and selecting the firing order are now separate perks. Other costs have been revised.
108. Many personal perks now grant stagger resistance, adding variety to combat and builds.
109. Significantly reworked the Adventurer perk tree:


110. Lone Wolf in the Navigator tree now grants a flat power bonus alongside its percentage bonus, making it more useful early on.
111. Reworked Saber Whirlwind and Palace Guard. Their bonuses now account for weapon type and curvature separately, allowing a wider range of blades.
112. Buffed Hole Punch and Meat Grinder: damage bonuses for straight and short weapons increased from 10% to 15%.
113. Reworked Exhaustion: attacks now drain the enemy's combat energy.

Weapons and Armor



114. Blade length and curvature descriptors now affect damage from different attack types.
115. Rebalanced the relationship between blade weight and damage. Heavy blades no longer outclass lighter equivalents so heavily.
116. Rebalanced damage for every blade, making damage progression more pronounced.
117. Added the Tempered armor descriptor, granting extra protection. You've asked for this a lot. Milanese armor once again offers the highest protection in the game.



118. Added the Padded armor descriptor. It increases stagger resistance, helping you recover faster and combining well with perks that provide the same effect.



119. Added a clear tooltip breaking down the factors affecting damage for each blade attack type. You'll always know which blade suits you best.

Land Combat



120. Revised all combat animation speeds, giving you more time to react and make decisions.


121. Rebalanced attack speed modifiers.
122. Increased reload speed for all firearms. You can now shoot much more often.

Health and Healing



123. Characters can no longer heal beyond their maximum health.
124. Reduced healing potions carried by ordinary enemies and some bosses. No more twenty-minute jungle duels.
125. Increased the weight of all healing potions and reduced the weight of alcohol.
126. All healing potions now restore health over the same duration. Healing speed has increased significantly.
127. Added temporary bonuses from romantic encounters. They last a week, depend on the partner and become much stronger with the lover trait. Cupid's Balm doubles their duration.

Alchemy





128. Completely reworked alchemy with a clear, convenient crafting screen.
129. Tools now stay with you permanently after first entering your inventory.
130. Reworked almost every recipe, especially healing potions. Recipes now have clear dependencies and require different ingredients.
131. Removed the unused vial item.

Ships and Naval Combat



132. Revised crew sizes for all ships to make them more realistic.
133. Reworked ship maneuverability and its dependence on crew size and experience. The ship's own characteristics now matter more than who is sailing it.
134. Rebalanced class 1 and 2 hulls. Battles between large, heavily armed ships now last as long as they should.
135. Reworked naval critical hit formulas and damage, tying them to the Cannons skill. Replaced the random hull critical damage multiplier with a fixed one.
136. Changed the formula that reduces crew losses from grapeshot, reducing its impact.

World Map and Naval Encounters



137. Made world map squadrons more detailed and realistic:


138. Removed goods trading with ships at sea.

Quests



139. Significantly reworked the opening questline on Martinique:


140. Significantly reworked Matter of Honour.


141. Jürgen's blades can now be obtained regardless of player rank. They have improved stats and the Superior descriptor.
142. Updated Adeline's starting supplies.
143. Reduced the number of pirates in the Spanish engineer's task to two.



Quest Tracking and Journal



144. Added quest tracking. Select any quest in the journal to track it. Newly received quests are tracked automatically.
145. Each quest stage now has a short hint explaining where to go and what to do. No more hunting through guides after a long break.
146. Rewrote quest journals for greater consistency, highlighting important names, terms and places. The beta covers freeplay quests and story quests up to and including The Dutch Gambit.
147. Added missing or disabled success and failure journal entries to many quests.
148. Moved the atlas to a separate window opened from the journal.
149. Added over 1000 quest journal entries. Many quests are now divided into smaller, more logical stages.



Gambling



150. Increased opponents' gambling funds. Replaced manual bet entry with three options.
151. Gambling now shows how much money you have won or lost.

Dialogue and Localization



152. Moved all dialogue to a new system that loads localized text separately from game logic, reducing bugs and inconsistencies.

Ships



153. Added hints about where ships can be upgraded at shipyards.
154. Reworked the ship upkeep tooltip, separating crew and officer wages.
155. Made the naval aiming reticle and reload indicator easier to see.
156. Updated relative bearing indicator colors.
157. Added world map icons for special squadrons. Identifying them is tied to the Keen Eye perk.
158. Added separate quest squadron icons to accessibility settings, for anyone who struggles to distinguish colored sails.
159. Updated naval encounter descriptions with nation icons and colored text for quick reading.
160. Added repair time display at shipyards.
161. Added tooltips for spyglasses and their magnification.

Characters and Perks



162. Integrated character inspection with the main perk interface. Tavern officers now show the familiar perk window instead of an awkward list.
163. Updated personal and naval perk tabs to make them more attractive and convenient.
164. Moved detailed skill progress into tooltips.
165. Updated perk, skill, item and attribute descriptions with highlighted terms for entities and actions.

Inventory and Trading



166. Simplified inventory and trading tables.
167. Added equipped-item markers.
168. Removed the outdated display of goods in bundles.
169. Removed unnecessary headings from trade interfaces.
170. Added a Reset button to the chest window. One click transfers inventory items of types already present in the chest.
171. Other people's chests now show Steal instead of Open, making their ownership clear.

Controls and Notifications



172. Added new buttons, arrows and tabs throughout the interface. Navigation is clearer and controls behave more predictably.
173. Added T as the rest hotkey.
174. Added a restart warning when changing settings that require one.
175. Reworked notifications into a smooth, correctly updating queue of 5 entries. Notifications no longer get lost or confuse the player.
176. Added a quicksave count setting. Keep the entire history or set a limit so older saves are deleted automatically.

Audio and Presentation



177. Changed the game's sound system, removing outdated technology.
178. Updated the soundtrack for a more consistent, classical feel.
179. Added three new tracks.
180. Normalized many audio tracks, balancing their volume and removing noise. The cries of “Goods for every taste!” will no longer make your ears bleed.
181. Updated the game logos.



General



182. Fixed a freeze after shipyard repairs when wages became due.
183. Fixed a rare bug preventing bank deposits from closing.
184. Fixed a progression block caused by a missing sea story.
185. The game no longer crashes when masts break or when entering aiming mode after a mast breaks.
186. Controls no longer get stuck after switching windows.
187. Fixed rare cases of captains becoming immortal after their crew surrendered during boarding.
188. Fixed ship confiscation in The Dutch Gambit. The ship no longer disappears.
189. Fixed transitions and completion of alternative branches in generated quests.
190. The save screen filter no longer resets.
191. The selected inventory item no longer loses its selection.

Quests



192. Fugitives:


193. Port authority freight deliveries: fixed the wrong destination being selected on islands with several towns, preventing quest completion.
194. “Deliver to…”: fixed deliveries being marked late despite the passenger reaching the correct town on time, causing an incorrect quest outcome.
195. Ship Replacement: fixed the failure deadline triggering after the recovered ship had been shown to the client, causing an incorrect quest outcome.
196. Matter of Honour:


197. The Shipwrecked: fixed survivor delivery triggering again on returning to town, duplicating attributes and causing later problems.
198. The Kidnapper: fixed the ship continuing to pursue you after reporting to the commandant. You will no longer be attacked for sins you never committed.
199. Hot Raid: fixed combat events repeating after quest completion or failure, doubling rewards or trouble.
200. A Reason to Hurry: fixed boarders remaining disabled after a patrol encounter.

Two favours to ask




Good luck, corsairs. This day is yours.
What we do — we do for you.


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