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    Maelstrom New Horizons


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Simplified Code for Build 14 Beta 3.3

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Does that mean that, as in Beta 3.2, some perks will be compulsorily disabled if you choose "Realistic" mode? That is, if you want the realistic sailing model, there's no way to get the full range of perks?
 
At the moment, yes it does: Those three mentioned remain disabled in Realistic Game Mode as that was always the intention.

I know you have been arguing the point that we should handle it differently and I did listen to it.
Didn't have the opportunity to think it through though because I was focusing on getting back to the Beta 3 level of playability.

If I understand correctly, you propose completely detaching the Perk Availability from the Realism Mode, right?
That is certainly easily accomplished and I could make a file to do that for you very quickly.

Trying to think of a more "clever" solution for the next modpack update though....
How about:

REALISTIC_ABILITIES = 0 or Arcade Game Mode: ALL abilities available
REALISTIC_ABILITIES = 1: Default setting - Rush, Immediate Reload and Instant Boarding disabled on Realistic Game Mode only
REALISTIC_ABILITIES = 2 or Iron Man Mode: Those three PLUS most sea-related perks disabled (based on Hylie's original suggestion)

In other words, Realism Modes remain the same, but REALISTIC_ABILITIES overrides the Realism Mode when set to 0 or 2.
 
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I think all these perks are workable in a "realistic" game; they are just named and described in an unrealistic way at the moment.


RUSH: Could be called "All Out Attack" and just represent the character concentrating on offense over defense in combat.

INSTANT RELOAD: Could be called "Press the Gun Crew" and just be the cannoneer cracking the whip with his crew to get them to move faster.

INSTANT BORDING: Could be "Surrender the Helm" and represent the captain allowing a skilled boarding officer to take control of piloting duties in order to board a specific ship. This is the hardest sell of the bunch in terms of "realism" (the others are quite innocuous and not very powerful) but if a range limitation could be placed on it I see no immersion-breaking issues. It's a game with animated skeletons, evil curses, and a supernatural Davy Jones so an obsession with "realism" seems a little out of place to start with frankly.
 
There are different levels of realism in this game. I have all of those things OFF in my game.
 
I think all these perks are workable in a "realistic" game; they are just named and described in an unrealistic way at the moment.
Fair points. You'd be quite welcome to rework the names and descriptions to be a bit more believable.

It's a game with animated skeletons, evil curses, and a supernatural Davy Jones so an obsession with "realism" seems a little out of place to start with frankly.
We deliberately removed all those elements from regular gameplay.
Skeletons are limited to ONLY storylines now and never encountered randomly in dungeons/caves anymore.
The "Curse of Cortez" from random coins has now been disabled in Realistic and Iron Man Game Mode.
Davy Jones only plays a role in the Jack Sparrow storyline and one Standard Storyline sidequest.

So while the game does still contain those fantasy elements, they are far turned down from what they were before.
We always aim for a game world that is realistic in and of itself.
That makes any fantasy elements both more easily avoidable (if preferred by players) and more special when they do occur.
Having fantasy left, right and centre would make it "normal" and therefore not actually all that interesting anymore.
 
Hmm... very interesting this Beta 3.3 WIP. I could test it ASAP and tell my opinion :)

Does the game improved in FPS? I have to say it because some times when i have a battle between two big military fleets the fps got down and even crash my game :(
 
Does the game improved in FPS? I have to say it because some times when i have a battle between two big military fleets the fps got down and even crash my game :(
Indeed there should be no difference there. It is the same, with some extra bugs fixed and code returned to Beta 3 state.
 
Oh, one thing I noticed in the main quest. When you first get to Martinique you are always met by talkative Faust Gaskuet. This time he refused to talk but the game continued fine.
 
I only tried it from a save one time and it was the same. I also tried talking to him after going to other parts of the city and back. He did not move or talk.
 
Sowee! :oops:

I figured that since this is in the main storyline others would be chiming in soon.
 
Heya, guys.
So I downloaded New Horizons and played it for some time, got few levels and then wanted to smuggle a bit to earn me some coin.
But then I realised I can't earn anything that way. So I downloaded this "update". Started new game, bought some contraband and in 10 minutes earned 150 000.
And my question is, where can I edit how much money smuggling brings me? I buy stuff for 25k and sell for 100k. It's a bit too much for almost no risk (when soldiers show up, I run to my ship, lol).
Also, in new updates you could lower profits from smuggling, or make it somehow harder? Like you become immediately hostile with nation (or just city) where you committed that crime? Or you can make it like in GOF,
cargo weights more, or is cheaper? Or both?
Thank you :)
 
Right now we are just making sure that everything works ok with no nasty surprises. Further adjustments to the economy will come slowly and carefully.

There is always risk when smuggling. There are the soldiers and you can choose to fight or run. Then there are the ships offshore. Again you can choose to fight or run. Jamaica is a pain in la patootie because you are usually trapped in a bay with the wind preventing you from leaving, which pretty much guarantees a battle. This especially sucks when you are in a Tartane or Hoy. Battles can also cause hostilities with those nations.

If it seems too easy you could try a higher level. Higher levels make less money.
 
Does smuggling not also become harder with the Difficulty Level? Perhaps your profit margins decrease then too.
 
The profit margin does decrease but not much. Smuggling does fatten the purse quite nicely. I remember buying ebony for around $300P and selling it for around $1,000P. That is about as extreme as it gets if I remember correctly.

That is a big change from beta 3.2 when you could buy something for $140P and sell it to the smugglers for $40P.
 
I'll change difficulty to max then. Thanks :onya
p.s. this mod is just awesome! I played GOF, but this looks a lot nicer. I only wish we have trade overview (F2 thingy) and merchandise overview (at stores) like in GOF :D
 
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