Caribbean Legend

Caribbean Legend

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PerksReworked [ENG]
By Pvt. Joker
The mod mechanics guide
   
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How the mod installation works
With starting a new game:

If you start a new game with the mod installed, all changes are applied from the start and it will be impossible to continue without the mod, an error will appear.

When continuing a playthrough:


If you have installed the mod and are loading a save that started without the mod, then at the time of loading the mod will apply the changes. They will be saved only if you make a new save. It does not depend on the profile, only on particular save file. Old saves remain intact unless you overwrite them.

If you accidentally uploaded some old save without the mod and you don't want the mod to work there, that's okay. Exit the game and disable the mod, then start the game and load the same save.

If you're worried about ruining the playthrough, take your folder with your saves (it's in the folder with the game/SAVE/profile) and make a copy of it so that you don't accidentally overwrite them all while playing with the mod.

How to disable the mod without deleting it:

If you have two different playthroughs, in one of which you need the mod and in the other you don't, then you need to disable/enable the mod when switching between playthroughs.

In Steam, you can right-click on the game in the library → properties → workshop → uncheck the mod → restart the game. Whenever you want → check it back → restart.

In total, the main principle:
If you do not want the changes applied by the mod to become irreversible during the current playthrough, do not make new saves.

This is how all mods functions if they make changes to the game's World . For example, if they add new items or ships. To check if this applies to a particular mod, you can do this: save with the mod installed, exit the game, disable the mod, start the game and load this save. If the mod has changed the World you will see an error. If the mod just changes the music or textures or someth like that, then there will be no error, because the World of the game has not been changed.

Joint boarding
The perk "Join Boarding" is required for you or the boatswain. The companion should have no penalty in navigation and minimum crew. The distance must be no more than 200 units from the enemy ship. Does not work with quest companions.

After the fight, the surviving crew stays on your ship if the there is a free place or going back to their ship. The crew from the second ship does not participate in the musket salvo and does not affect the chance of the enemy's surrender, changing only the difficulty of hand-to-hand combat.

The companion will personally join the fight if he has at least good Health, he cannot be killed, only wounded.
Perks price system
Previously, you received points for each skill upgrade, and you had to score n points, depending on your learning ability, to get one perk point.

Now you get perk points for each upgrade of any skill, but the perks are worth about 30 points with a discount of up to 10 points, depending on the relevant PIRATES. The Flags cost only 20 points, while strong perks can cost more than 40.

So now:

Perception and other unappreciated characteristics have become more significant
It makes sense to consider officers PIRATES
In early game you can take perks that were previously taken only in the end game
For convenience, on the perk tab, you can press D to show/hide the perk prices.

Your free skill points according to the old scheme will be converted into a new one, nothing will be lost.
Disciplined Looting
At the end of the each boarding fight the crew collects all the loot in one chest and opens it. You can find this chest on the deck using the quest tag if you accidently close the loot window. Corpses get looted too. It doesn't work in the captain's cabin.

Loot is not generated anew, it exactly the one that fell out.

You can disable/enable looting anytime via dialog with your boatswain.
Beneath the waterline
It only works with balls. As long as there is a breach, the ship gradually sinks, the penalty to speed increases from the degree of immersion. The maximum immersion from breaches depends on the general condition of the hull. Periodically, with a chance depending on the Repair skill, the breaches are patched up by the crew. A maximum of 5 breach are stacked, increasing the sinking speed. At the moment, it's just a on-hit-chance, it works just like the critical hit. Please don't try to manually shoot lower, it won't change anything. Breaches from this perk do not cause damage and have nothing to do with the original mechanics of flooding with low hull hp.
Trade Connections
It is triggered when mooring at the port or the shore near of the colony. The perk update prices in the store in the same way as if you just visit it manually. Work once a day per colony
Boarding situations
The enemy captain's appear to the upper deck is random, except for the quest boarding.

Surrender if captain is killed – random.

The events of the captain's suicide and the crew's refusal to fight occur under two conditions:

1. Random for the ship. Does not apply to quest characters.

2. Your power was not enough for the enemy to surrender. That is, you had a big advantage, but not enough for the enemy to simply hand over the ship to you.

Then it turns out that either the crew surrenders, but not cap (the crew's refusal to fight), or cap, but not the crew (cap's suicide in the cabin).
Sending a companion to a port
To do that call a companion from the cabin through thoughts aloud. The price consists of parking fees, salaries of officers and sailors.

If you order a companion to disband the crew upon arrival, the crew's salaray is removed from the price, but the ship's maintenance and the officer's salary remain.

Limitations: the companion should have enough navy and the minimum crew/food/medicine/hull/sails. If the sails are not completely damaged, then the damage gives a penalty for the time of travel, which is increases the requirements for food and medicine. There must also be a place in the port and an adequate ship: it will not be possible to send a battleship to the port of it's nation.

If you are playing with the Persona mod, the companion must have an appropriate trait that allows to navigate the ship.