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    Maelstrom New Horizons


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Announcing New Horizons Remastered - Bringing our best work to Unity

Ok, I DLed and have run Version 0.1.1.18. Now a version .19 is available so I went to Itch.io and sought to DL it. I found a link to the X64 version but it does not work. So....how do I get the latest version?

PS: I am logged into itch.io.
If you're using the Itch desktop client, the game should automatically update to the new version.
If not, have you tried uninstalling your current game and downloading the new version again?

Looking excellent. I have tested it. Will you add more playable characters for the final version?
There will be more characters to choose than just Nathaniel, yes.

Outstanding!

Will you also fix gamebreaking questbugs in the original game? :D
Hopefully we won't introduce those same bugs in the first place. ;)
 
I'm very carefully asking:

Is there a way to get the soundtrack? Because it sounds absolutely beautiful!
 
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I finally figured out how to use the Itch client and have the latest version. The ships are still flying out of sight.
 
Apologies if this has already been requested, but since the shift to Unity for NH is there any chance for a Linux/Mac Build? I for one would appreciate a linux build and could offer my testing. Unity should allow for the simultaneous release on all three platforms.
 
Apologies if this has already been requested, but since the shift to Unity for NH is there any chance for a Linux/Mac Build? I for one would appreciate a linux build and could offer my testing. Unity should allow for the simultaneous release on all three platforms.
We do have the tools to deploy Linux and Mac versions via Itch, but we don't have the right hardware to test those builds on, so it would be up to people like yourself to try those builds and let us know how they run.
If you're up for that, we can do a trial run with the next build.
 
Regarding the soundtrack: I've spoken to @Flannery and @Tempesta so far, and we agreed that a select few tracks could be showcased on YouTube.
 
We do have the tools to deploy Linux and Mac versions via Itch, but we don't have the right hardware to test those builds on, so it would be up to people like yourself to try those builds and let us know how they run.
If you're up for that, we can do a trial run with the next build.

I would LOVE to test a linux build of NH. Please just let me know.

Edit: The demo launches and is mostly playable (I need an actual mouse to test further) under WINE staging 2.12, so I have high hopes for a native build.
 
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I'm wondering just how big the world is now? If I set sail and left, then came back an hour later would the ship still be sailing? Would it be stopped? Would it fall off the edge of the world? Could I still see the bottom?

I got called away and had to shut it down before I could do this.
 
I'm wondering just how big the world is now? If I set sail and left, then came back an hour later would the ship still be sailing? Would it be stopped? Would it fall off the edge of the world? Could I still see the bottom?
As far as I know, there is only "bottom" directly around the island. There is nothing away from the island either.
There's definitely no "At World's End" scene awaiting you out there. And I doubt there is a border of any kind.
@Captain Murphy and/or @Armada should be able to confirm.
 
If the new ocean asset works like the old one and follows the player ship, then the scene is effectively limitless. You could keep sailing, but there's nothing else out there yet.
Things will get more interesting once we add a second island, which you might be able to sail to directly without any loading screens, depending on our implementation.
 
What you would eventually run into is floating point precision issues and the ship would begin to jitter and jump like crazy. Otherwise it is limitless.
 
If the new ocean asset works like the old one and follows the player ship, then the scene is effectively limitless. You could keep sailing, but there's nothing else out there yet.
Things will get more interesting once we add a second island, which you might be able to sail to directly without any loading screens, depending on our implementation.

Really?

I don't remember loading screens in PotC, besides the usual "Dock at port". Or do you mean something else?
 
I don't remember loading screens in PotC, besides the usual "Dock at port". Or do you mean something else?
In stock PotC, travelling between islands requires the WorldMap, just like in AoP/CoAS/SD/TEHO, etc.
That means you see two loading screens; one for 3D Sailing Mode to WorldMap and another for WorldMap to 3D Sailing Mode.
PotC: New Horizons also has the DirectSail mode, which allows you to bypass the worldmap.
But even then, there is always a loading screen between one island and another; sometimes more if you encounter ships on the way.
 
What you would eventually run into is floating point precision issues and the ship would begin to jitter and jump like crazy. Otherwise it is limitless.

Ahh. That might explain why I started getting errors again without sinking a ship, but just sailing away.
 
If the new ocean asset works like the old one and follows the player ship, then the scene is effectively limitless. You could keep sailing, but there's nothing else out there yet.
Things will get more interesting once we add a second island, which you might be able to sail to directly without any loading screens, depending on our implementation.

True direct sail with all islands on the same scene would be absolutely perfect, land can stay seperate but i really do want true direct sail to be a thing.
then ideally all encounters could slowly spawn just over the horizon and sail in a random direction without the current loading that makes some existing ships disappear
 
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