1. Update v1.2.3:
  2. Church generated quests:
  3. “Lay the Restless to Rest” and “Night Watchman” no longer interfere with each other or get stuck.
  4. The skeleton-summoning orb in the Santo Domingo dungeon has been fixed.
  5. “Lay the Restless to Rest”:
  6. One priest’s quest no longer corrupts another priest’s quest journal entry.
  7. Two priests on the same island no longer send the hero to the same cave. Previously, the first priest’s quest could become permanently stuck.
  8. Indigenous enemies no longer appear in a cave occupied by another quest. This could previously trap the player, for example, in Askold’s quest on Guadeloupe.
  9. The orb’s activation cooldown is ignored when summoning quest-related skeletons.
  10. “Wild Caribbean”: the Santo Domingo dungeon was missing the orb that summons skeletons, so they never appeared there. The orb has been added.
  11. “Night Watchman”:
  12. Reporting to the priest without leaving the church no longer causes an error and a false quest failure when exiting afterward.
  13. Being absent from the church at midnight only fails the quest up to the third night.
  14. Nights are now counted by calendar days:
  15. Before the first night, the priest says that the hero has not stood watch yet.
  16. Thieves arrive even if the hero “rests” in the church for several consecutive days.
  17. A room at the tavern is unavailable only while the watch is in progress.
  18. Completed watches and captured thieves now wait for the priest to be informed.
  19. “Church Robbery”:
  20. The priest will not offer this quest until the night watch at his church has been reported.
  21. The quest is no longer offered again if it has already been accepted in that town.
  22. Generated quests:
  23. “The Governor’s Ring”:
  24. A ring that was never found no longer remains in the brothel forever.
  25. The ring can only be turned in while the quest is active, and only to the mayor who issued it. Previously, any mayor offering a reward could accept it.
  26. In old saves, a ring left over from an expired quest is removed from the inventory and the brothel.
  27. The brothel keeper and the girls continue to answer questions about the ring while the quest is active, even if another generator resets the shared flag.
  28. “Found Documents”:
  29. The deadline is now a full 24 hours from the time the quest is given. Previously, the quest could expire on its own within minutes.
  30. Fixed dialogue lines that remained available after the quest ended.
  31. Fixed an issue that made some dialogue lines unavailable to the player.
  32. “Buccaneers” DLC:
  33. Fixed a conflict between “Keys to the Lagoon” and “The Enchanted City” that prevented the encounter with the Des Moines patrol in the bay.
  34. Fixed the crew limit being exceeded when capturing San Jacinto.
  35. Fixed ship parking in the Buccaneers’ camp.
  36. Fixed a rare crash when moving from the global map to the Maracaibo waters.
  37. “Maiden in the Jungle”:
  38. Fixed an issue where the girl carrying the treasure would remain motionless and unresponsive after being escorted to town.
  39. Other quests:
  40. Fixed the lead in “Easy Prey”; it is now provided correctly again.
  41. Fixed issues with “Justice for Sale”.
  42. The freed prisoner now appears near the hero after leaving the prison.
  43. Global map encounters:
  44. Encounters no longer overwrite other ships. Peaceful encounters are no longer displaced by military ones, and quest ships and the “Gold Fleet” can reach their destinations correctly.
  45. Map encounters:
  46. A ship on the map no longer opens another ship’s encounter. If a new ship could not be created (for example, near a shore or map edge, or because its model failed to load), its data could be written to a neighbouring ship. The map could show one nation and ship while the encounter window and battle contained another—even a quest captain belonging to a different quest.
  47. Fixed encounter data being assigned to the wrong ship. A ship could appear under the French flag on the global map but belong to another nation after entering local waters.
  48. Ships that fail to spawn no longer remain as invisible “ghosts” or stale records. Quest traders assigned to a specific location now appear correctly; this issue could previously make the “Mary Celeste” disappear.
  49. The limit of eight random ships now counts only ships near the player. Previously, peaceful ships that had sailed beyond the horizon still counted, and the counter kept increasing throughout a session. The longer the player stayed on the global map, the more enemies and the fewer traders appeared.
  50. Fixed encounter nation selection. The nearby-city bonus could previously be applied to a neighbouring nation, and every sixth attempt to create a trader was wasted.
  51. The bonus now takes all towns on the island into account, not just the first in the list.
  52. Dutch traders are still 40% more common than traders of other nations, but the multiplier is now properly implemented in the generation function.
  53. Quest ships:
  54. Quest ships no longer lose their destination if the player spends an hour or more away from the global map. Previously, the quest could fail to register that a ship had arrived or disappeared. This could make the “Mary Celeste” vanish, leave portman and townsfolk captains stuck, prevent “Buccaneers”, the pirate questline and “Easy Prey” from completing, and disrupt siege ships heading to their targets.
  55. A ship arriving late no longer affects a quest that has already ended. Previously, pirates from an uninhabited island could sail in circles, and Morgan’s quest could register the wrong outcome.
  56. A ship removed by a quest now actually leaves the map. Previously, two ships belonging to the same captain could sail at once.
  57. Quest completion has been fixed:
  58. The portman’s captain no longer puts to sea again.
  59. Danielle, the captain with the musket, and the passenger handed over to the prison now have their timers cleared correctly.
  60. Shipwreck survivors move between bays until they are captured, sunk, or their appearance timer expires.
  61. “Gold Fleet”:
  62. The convoy now reaches Havana. Previously, it could disappear halfway there if the player left the global map even once.
  63. A convoy destroyed near Havana no longer leaves the port permanently without ships.
  64. A new fleet no longer starts before the previous one has been resolved. Escort counting has been fixed, and all convoy ships correctly become peaceful in Havana.
  65. Rumours and the journal no longer report incorrect information: a rumour’s duration no longer increases with each fleet, outcomes are no longer mixed up, the fleet departs at the beginning of the month mentioned in the rumour, and a destroyed convoy is no longer recorded as having arrived safely.
  66. Other changes:
  67. Smuggling and patrols:
  68. Fixed the patrol at Cape Isabella during smuggling: Spanish soldiers now appear there instead of pirates.
  69. Fixed conflicts between the hero’s and the companion character’s smuggling deals. Their deal attributes no longer overwrite each other.
  70. Fixed a conflict between smuggling and the “Easy Prey” generator.
  71. Fixed patrol soldiers’ names during smuggling interactions. Names could previously be taken from another nation’s pool.
  72. General:
  73. Fixed text typos and translation issues.
  74. Fixed a native engine bug that could add empty characters named none to the hero’s passengers.
  75. Fixed issues with the rumour system.
  76. Fixed several animation issues.
  77. Fixed incorrect and missing loading screens.
  78. Dice selected for reroll can now be deselected.
  79. The “Alchemy” perk now replaces tools as described.
  80. Fixed several significant perk issues.
  81. Improved error and crash logging.
  82.  
  83. Update v1.2.2:
  84. Michel de Grammont Storyline
  85. Prologue and restrictions:
  86. P.I.R.A.T.E.S. points distribution has been moved to the end of the prologue.
  87. During the prologue, all unused buildings, street citizen quests, and generators in Fort-de-France and Tortuga are disabled.
  88. Starting the "Blue Bird", "Mummy Powder", and "Slaver" quests on Martinique is now blocked (applies only to Michel).
  89. Quest scenes and battles:
  90. Adapted the "NPC to NPC" dialogue interface for the entire storyline. Added quest markers.
  91. In all quest battles, the protagonist now automatically enters combat mode.
  92. The officer's pistol has been removed in the starting duel.
  93. Improved the cutscene at the pier with Fouché and Pablo.
  94. Pablo himself is slightly weakened as an opponent, and a hint about the need to read his letter has been added.
  95. Fixed a bug that allowed renting a tavern infinitely for 10 pesos before the fight with Pablo.
  96. Changed the models for Marie's kidnappers (they are now proper bandits).
  97. Fixed a bug where bandits would attack if you gave them money and talked to them again.
  98. During the fight in the hut, bandits now spawn further from the hero so as not to corner him.
  99. Added a reputation boost and relationship improvement with the merchant (Marie's father) after her rescue.
  100. Removed black screens when loading saves in Fouché's cabin, on deck, and in the Spanish captain's cabin.
  101. Fixed a problematic boarding location in the battle with the Spanish.
  102. Fouché no longer wanders the deck after the battle but stands in place.
  103. The transition to the Spaniard's cabin is now more logical: first the conversation, then the fight.
  104. After winning, the Spaniard's cabin can be looted (extra loot added), and only then should you approach Fouché.
  105. Fouché's ship is now docked at the port of Fort-de-France or Tortuga.
  106. After talking to Fouché at the Tortuga residence, the transition to the tavern is now instant (via screen fade); you no longer need to wait for NPCs to run there themselves.
  107. Jean-Jacques Granier:
  108. Arriving in Fort-de-France in search of Granier now adds a journal entry about needing to ask the locals. The beggar outside the house will now talk to the main character under any conditions.
  109. Increased the chance of getting a rumor about Granier from drunks, and added the ability to ask tavern owners in all pirate settlements.
  110. After turning the usurer over to the authorities, a new merchant spawns much faster.
  111. Granier no longer loses his loyalty flags and traits after going home.
  112. Fixed a bug with the simultaneous spawn of mutually exclusive traits ("decent" and "indecent").
  113. Added the ability to search the cabin even after defeating the captain of the Black Twister.
  114. Other Quests
  115. Captain Blood:
  116. Fixed a time rewind error (when the next day simply did not arrive).
  117. It is now impossible to take the quest for mummy powder during the prologue. The prison warden addresses the hero correctly throughout the prologue.
  118. Fixed the missing boat in the story cutscene.
  119. The galleon "Oxford", once paid for, is now placed in the Port Office in Providence, instead of requiring a captain to be chosen on the spot.
  120. DLC "Buccaneers":
  121. Fixed broken officer dialogues after completely finishing the expansion.
  122. Fixed a softlock when boarding the frigate "San Jacinto" if the boatswain had autoloot enabled.
  123. Fixed an issue where the character's Vitality bar would decrease after being healed by the monk at the buccaneer outpost.
  124. Generators and other:
  125. "Condottiere": Returned Carlos Cassir to players whose spawn was overwritten during the "Buccaneers" DLC.
  126. Governor's Ring Search: The dialogue branch with the girls and the madam no longer disappears until the player asks the question.
  127. When getting your officers back from Collier, the local chaplain receives the correct dialogue branch again.
  128. Other Changes
  129. Ship purchasing and cannon transfer reworked:
  130. Cannons from the old ship are now removed automatically (no longer need to do it manually before selling).
  131. Cannons are moved to the shipyard warehouse along with the rest of the goods.
  132. Cannons are automatically installed on your new ship. Installation priority: first maximum number of barrels, then maximum possible caliber.
  133. Closed a potential source of the "phantom cannons" bug on some ships.
  134. Improved freight mechanics - with the corresponding perk, the player now receives 1 to 3 freight options to choose from (previously it was strictly either 3 or none). The "no offers" option is now left only for rare cases.
  135. Goods from the hold of a surrendered ship that the local store won't buy are no longer force-sold for pennies, but are sent to the main character's inventory (hold) as contraband.
  136. Minor optimizations and math calculation improvements in gambling mini-games.
  137. MSAA x2 anti-aliasing now works absolutely correctly.
  138. Fixed the global map ship interaction trigger (the "Attack/Approach" buttons no longer disappear after loading a save right next to the encounter).
  139. Fixed a nasty bug where brothel girls would disappear from the game entirely. The cause was the "Enchanted City" quest — upon completion, the game mistakenly wiped NPCs in all cities of the archipelago, not just in Caracas.
  140. Fixed a bug where the camera would lock tightly onto the interlocutor if the dialogue took place near a location transition trigger.
  141. Resolved an issue where a black screen would appear instead of the normal death screen.
  142. Fixed an error when dismissing several officers simultaneously.
  143. Implemented travel time calculation for the "Tortuga -> Gibraltar" route. Previously, its absence could break some generator quests.
  144. Merchants in the camp and at the buccaneer outpost no longer react to drawn weapons (until you hit them).
  145. Various engine fixes and multiple text improvements.
  146.  
  147. Update v1.2.1:
  148. Buccaneers DLC
  149. Officer Nicolas Rimalle:
  150. Removed immortality. Added maximum fixed loyalty. Slightly expanded the pool of personal traits.
  151. Fixed a bug that occurred when sending the officer to the reserve before heading to the Island of Justice.
  152. Fixed a softlock at the Tortuga cemetery when skipping the starting dialogue with Rimalle.
  153. Story Quests and Cutscenes:
  154. Fixed a softlock in cutscenes that allowed re-triggering a dialogue with a nearby NPC.
  155. Restored the missing greeting cutscene at the buccaneer outpost.
  156. In the first quest, added the ability to wait for the meeting right before leaving Tortuga.
  157. The letter from the assassins' corpse can no longer be given to a boarding officer to avoid duplication.
  158. Marceau no longer occupies the "Condottiere" quest locators in the tavern, preventing quest conflicts.
  159. At the start of the second quest, Marceau has been moved from Tortuga town to Bull Horn Bay.
  160. Reduced the wait time to meet Marceau in certain quests.
  161. Fixed the confusion where the main character ran to the Scarborough passage instead of Marceau.
  162. The mortar scene with Vargas and his subordinate has been converted to an "NPC to NPC" dialogue format.
  163. In the Tortuga grotto, the restriction on boarding officers has been lifted when rescuing Jaco.
  164. Wounded Marie no longer disappears from the ground immediately after the player's monologue.
  165. Diego Vargas can no longer be looted during combat to prematurely take the "Fang" from his body.
  166. Fixed a rare game freeze after the battle with Vargas.
  167. Buccaneers' Outpost and Amenities:
  168. Added fast travel to the player's house at the outpost, as well as the ability to rest for up to 7 days (like in a tavern).
  169. The monk in the buccaneer camp now offers free healing for low health at any time and also accepts donations.
  170. Ships and Balance:
  171. The cabin of "La Paloma" can now be searched (3 chests of gold added to the captain's chest).
  172. The galleon "Santa Margarita" now spawns slightly further from the main squadron, and its combat stats have been slightly reduced.
  173. Fixed the missing battle coordinates marker for "Santa Margarita" on the global map in the Chinese localization.
  174. Fixed the problematic ship icon for "Santa Margarita" in the battle interface.
  175. Fixed a bug where companions returned to the squadron after the DLC finale lost their dialogues.
  176. Character Questlines
  177. Captain Blood's Questline:
  178. Added smooth music fade-outs at key moments.
  179. Fixed a bug that broke the autosave before the fight in the estate.
  180. Blocked the ability to have unplanned dialogues with Kent.
  181. Fixed the missing fast travel to the "Encarnación" + added a marker above it.
  182. The "Encarnación" itself now sails towards the player and stops at boat-dispatch distance + added a tooltip for leaving the deck.
  183. Upon completing Blood's questline, Pitt now correctly has unnecessary attributes removed and his semi-immortality returned.
  184. The plantation commander's house now unlocks after completing the prologue.
  185. Michel de Grammont's Questline:
  186. Proofread Jean-Jacques Granier's name for all language versions.
  187. Granier no longer blocks the progression of the "The Stars Aligned" quest (dialogue triggers correctly if he is an officer).
  188. Fixed an issue with arresting the usurer on Martinique. Previously, no replacement character would appear after the arrest; now, a new usurer correctly spawns in town a short time after speaking with the Governor of Tortuga regarding Fouché.
  189. Emmanuel Pardal's Questline:
  190. Fixed a bug where starting the Buccaneers DLC after Emmanuel's prologue broke the lighthouse cutscene.
  191. The brothel madam was missing the continuation of the "Dressmaker for a Noble Lady" quest if the search for Bartholomew Sharp was active.
  192. General Improvements
  193. Modding Support: Implemented a full mod support system from Caribbean Legend:
  194. Notifications about outdated mods.
  195. Built-in mod configurator.
  196. Expanded pool of free objects.
  197. Other minor improvements for mod creation.
  198. New Game: Test Change! - Restored the ability to start a new game without needing a full restart.
  199. Character Creation:
  200. Equipment, starting ship, and some perks in Story Mode now depend directly on the chosen Main Character, not their class.
  201. Improved the smoothness and rotation speed of the character in the creation menu.
  202. Interface and Visuals:
  203. Added control key icons/glyphs directly into the player's active task tracker.
  204. Fixed the display of outdated information on the compass and spyglass after changing cannons.
  205. Fixed a bug with severe darkening of character portraits.
  206. The Island of Justice map is now translated into English.
  207. Updated the model of the ship "Cinco Llagas" on the global map.
  208. Fixed the issue with missing lighting on lampposts in the mine location.
  209. Fixed a bug where Morgan attacked the main character while eliminating Goodley. Morgan will no longer attack, even if accidentally hit in the brawl.
  210. Added names of new buccaneer goods to trade freights.
  211. Fixed the duplication of Edward Collier's model after completing the "Cursed Idol" quest.
  212. Fixed a softlock in the "Working for the Holy Inquisition" quest that occurred when searching corpses.
  213. Made multiple minor text, typo, and localization fixes.