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Beta 6 Bugs

Jason

Buccaneer
Storm Modder
Starting a new thread for Beta 6 bugs.

I got the treasure quest for the cave on Hispanola. found the cave, found the chest( renamed secret chest from secret hide), opened the chest......empty.
 
Sometimes if you have some bad luck, then the treasure map that you bought is a fake and there won't actually be a treasure. This is not nescessarily a bug.

Just for completism sake, can you please also post all bugs you found in previous versions that are not yet fixed? Then we've got them all in one thread.
 
I had fun cleaning up the treasure quests.

Indeed, you may get a 'bum map'. If you really want to test the heck out of treasure quests, I can edit you a enc_walker.c file that makes everyone you meet into a treasure map dealer.

just know, you can also only go on ONE treasure quest at a time. Buying another map before finding the first treasure, nulls and voids the prior treasure (limitations of game).
 
Can everybody please tell me what they think of the frequency of bladedamage in the current versions? Does it still happen every now and then? I haven't heard complaints about it for quite a while now and I wonder if it does occur at all.
 
Pieter,

I think with the frequency of blade damage is fine. There remains the porblem of <b>DEADLY FISTS [</b>that kill crew officers and me even though all are swinging 3 and half feet of sharpend steel. Othe wise, blade dammage seems fine.

The ship wright on Antigua gave the can't load dialogue error.

One issue I want to raise that is not a bug but an issue of balance is the resale price of ships. I don't doubt there is a logic to the realistic ship pricing mod but ship purchase prices and resale prices exist in the context of the games economy. Many ships re-sell for less than better blades. The purchase price of ships in the 1 and 2 class are often 50 - 100 times the price of fine Bosun's Choice. The resale is 4-6 times and in in 2- class the imbalance is even more pronounced. I sold a fast merchantman for around 30,000 or less, or about 2 average F100 plades or 1.5 muskets. That seems unrealisitic especially given the lenght of time one would expect to use a ship, 30 years or more compared to a weapon 5-7 years, maybe.

Maybe as we get the bugs swatted someone would be willing to take a look at this.

Hat nice to see you,

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I had fun cleaning up the treasure quests.

Indeed, you may get a 'bum map'<!--QuoteEnd--></div><!--QuoteEEnd-->

That is a nice feature.
 
I'll join this new beta6 thread <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

@Pieter, ref blade damage - i'll need a little more time on beta6(did you change much for this over say beta4 or 5?) to give a more complete answer, but so far i think its been ok from the player perspective. I do get gradual blade damage, i once or twice had a blade brake on me which was ok. So from the player point of view it seems ok. But i do notice the poor AI guys blades brake pretty often, well lets say out of each individual encounter/fight, 1 in 13 will get a broken blade. It feels a little high? maybe its just because at lower levels they have really poor quality blades? but then i'm not sure if we(player+ai) are on the same rules for this?

I love the idea of getting 'fake' treasure maps. lol seems perfectly normal - it being luck based is also a good idea - at least the player can do something about it in the long run - the moral of the story is dont buy a treasure map from a stranger until you are wiser in the world <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Is their no way to lock the player out from being able to get a new treasure map before completeing a current one, to avoid confusion?

<b>build: 12.1(full)+pre-build13(base)+beta6</b>

<b>Main bugs not seen:</b>

1. No Double char bug
2. No decimal money bug(so far)
3. Ammo mod related(officers use ammo+restock after visiting ship/buying shot works/no leftover gunpowder icon in presonal inventory-have yet to test boarding)
4. Escort Starvation bug

<b>Main bugs seen:</b>

1.Mass surrender bug?(to be confirmed)
2.Locked out bug(confirmed - TIH has fix!)

<b>Bugs/General issues etc:</b>

1. <b>(Issue?):</b> Not just this version but in a tavern with two floors(like in Oxbay) you can sometimes get 'interupted' into a conversation by an npc either on the floor above you or the floor below(if you are on the top floor) - seems a little weird, especialy as you cant see them!?

<i>UPDATE 1/11/06:</i> Ok this baby caused a major bug for me this morning. I was sitting downstairs in the Oxbay tavern playing dice, when the guy upstairs interupted me(i guess a guy downstairs could do it to?) - i told him to get lost and then i was stuck sitting down, no more dice dialogue possible - all i could do was reload to my last save. So imo this has become a bigger problem than first thought.
Suggest either as petros said to decrease the distance that you get engaged by an npc and see how it goes or maybe stop npc interuptions in taverns?(not so keen on this as it flatens part of 'realness').

2. <b>Suggest:</b> more appropriate 'abilities' for hireable officers e.g. a carpenter should have 'light repairs' over 'rush'(a combat skill) etc

3. <b>Bug?/sound:</b> Not a problem - i forgot to run 'english.bat' after installing betas, as soon as i did this all the npc/officer dialogues were back.

4. <b>game change?:</b> First time into the 'caverns' at the back of Oxbay i found skeletons instead of people - in some of the beta/pre beta versions CCC had access to his 'Maltese knights Abbey' mod through a magic blade in one of the cavern coridoors, and after you had visited that place all the encounters in the cavern became skeletons. Still other than that event, the rest of the time for me i only ever found real people. Luck? or has something changed here? I dont mind either way personaly, but thought it should be noted.

5. <b>Fixed bug/exploit?:</b> the player can not now board ships that have surrenderd to another ship or fort? Well i tried it once and couldnt seem to board - lost ALL my masts trying to board!! I had mentioned this exploit before, but wasn't sure it had been addressed? if its true then cool <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

6. <b>Fixed bug:</b> Red Flag(I.a) is now neutral in regards to France <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<i>UPDATE 1/11/06:</i> - oh dear my playtest with TIH new locked out fix, where i was neutral(red flag) at game start. Well when i checked the relations screen france was 'hostile' towards my char AND 'hostile' towards my A.i flag! so thats weird? France was neutral to the red flag in yesterdays game? I'll look out for this some more.

7. <b>Oxbay Video:</b> We had been getting weird reports on the way the video had been activating, and i thought i'd found an example here:

First time i left Oxbay i sailed in 3D mode for about 15mins then went to mini-map sailing mode - i didnt get the video, but my quest book had been updated. It turns out pressing any key(i had been trying to turn northwards) when you switch into mini-map mode cancels the video playing. So people who may think they have not had the video play when it should, this might be why?

<b>UPDATE: 31/10/06</b>

8. <b>Graphics/Icon question:</b> The icon on my desktop for launching PotC has changed from the stock one(with black square background) to skull+cressed swords without a background? ........can i have the old one back, or atleast tell me how to put it back <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<i>UPDATE 1/11/06:</i> ok when i checked the new engine.exe for beta6(the skull+crossed swords,no background icon) it is 1,177KB(date modified: 19/06/2003). My origonal engine.exe(from my game cd, the skull with red eyes on a black square icon) is 1,184KB(date modified: 30/08/2003).

Why are they different sizes? and will it mess stuff up for the new betas if i switch for the origonal game launch icon?

9. <b>Suggestion/Idea:</b> when in your inventory screen(or any of the 'items/goods' selection screens) what defines the speed of the selection scroll? i'm thinking of trying to increase it a bit, for when you have lots of personal items on you. You dont want to make it too fast, and fiddly to control, but a slight increase might be nice?

10. <b>Suggets/Idea:</b> In the blacksmith shops is it possible to force the smith to always stand still and not move around? I end up have to chase him around his shop when i have more than a few blades for him to fix!

<i>UPDATE 1/11/06:</i> Hook came up with a solution for this.

11. <b>Question?:</b> I've been wondering about this for a while now(so not recent build specific), but does the sailing skill of your navigator actualy make anydiffence to your ships performance. I'll use an example from this morning:

My char has a sailing skill of 1 and no related abilities - my navigator has a skill of 3 and the 'increase speed(+15%)' ability. I forgot to select the navigator in my party officer list and was getting between 9.8 - 9.9 knots in a given weather condition in the 3D sailing mode. I then swaped one of my officers to put the navigator in my active party and saw no difference at all?? I've noticed this before and wondered if their skills are actualy effecting anything?? Cannons i have noticed a difference in performance?

12. <b>Bug?/gameplay/balance:</b> I've mentioned this before - Forts firing at objects not on your 'radar'. This was something introduced in one of the mods(i havent been able to find out which one). What troubles me about it is the fort will often fire at mountains because their target, which can be over 2000 yards away, is behind them. The radar range seems to be around 1500yards(?) And these are my issues with it:

a) could a forts cannon fire over 1500 yards, accurately to make it a worthwhile exercise?
b) does it waste ammo that belongs to the fort?
c) it looks dumb when they continue to shoot into mountain sides.
d) its odd when a ship 2000 yards away you cant see surrenders to the fort next to you?

Suggest reducing the range within which a fort will consider a target worth fireing on?

<b>UPDATE: 31/10/06 PM</b> - Happy Halloween!

13. <b>Thought/idea(probaly a bad one the more i think on it!):</b> When you are given the quest to re-infiltrate Oxbay(still under france), what about giving each french soldier a chance to recognise you and attack? As you had previously taken the drunk french officer out the town, and either let him go or killed him, you would probably be known of?

14. <b>Bug/Interface/Quest?:</b> had a weird thing happen, first time i met Daniella in the tavern in Redmond she called me 'will'(as in will turner) even though i had changed my chars name at game start. When i checked in the character screens, my name and all my officer names had been re-set to their default names? I was called will turner as that was the char model i started with, then changed to the Will_2 one("dark clothes,hat suitable for an adventurer"). Weird. First time i've seen this.

15. <b>(minor)Dialogue error?:</b> After speaking to Daniella an Officer comes in to arrest you(Owen Minter) part of his dialogue is odd: "Thats none of your business, swine! Do not argue with <b>the</b> Officer!" - unless he is a little eccentric and speaks of himself in the third person(kinda like the royal "we")? I think 'the' should be changed to 'an' ?

16. <b>(minor)Bug/Quest book entry:</b> After you get put in jail your quest book entry is "The soldiers put me in jail. <b>I dont know where my weapon is</b>......" etc that part doesnt make sense as you can see you weapon on your hip and you still have all your inventory items on you. Suggest changing that text to something like: "behind the walls of this prison my weapons are useless"?

<b>UPDATE 1/11/06:</b>

17. <b>(minor/non-issue):</b> Noticed when you hire the 'origonal view' beatrice model as an Officer she doesnt have ammo on her - but her more clothed version does? random chosen or something not right here?

18. <b>Thoughts/Idea/undead:</b> I've been thinking that the random encounters of the undead at night time locations could do with something to make them much more worrying opponents than they are. In fact at the momment in the game they are the least worrying encounters to have! It should be the complete opposite! they are the walking(crouching in the monkeys case) dead!!

On that line of thought i suggest making them much tougher to fight(more hp?), maybe increase the chance of poisoning(BUT that will need the poisoning effect reduced - at present when posioned you loose alot of hp in short periods of time - so maybe make it act slower, to give the player a chance to get somewhere to cure themselves?), and combine that with making there encounter chance much lower.

At the moment it feels like its a 50% chance of either normal bandits or the undead at night? that could do with being more like a 10% chance of the undead monky demons from hell meeting you in the dark jungle.
Yeah so we need to make them a more "S**t! its undead indians and their pet hell-monkeys again! - runaway!" experience for the player imho?
 
<!--quoteo(post=169323:date=Oct 30 2006, 04:21 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 30 2006, 04:21 PM) [snapback]169323[/snapback]</div><div class='quotemain'><!--quotec-->One issue I want to raise that is not a bug but an issue of balance is the resale price of ships. I don't doubt there is a logic to the realistic ship pricing mod but ship purchase prices and resale prices exist in the context of the games economy. Many ships re-sell for less than better blades. The purchase price of ships in the 1 and 2 class are often 50 - 100 times the price of fine Bosun's Choice. The resale is 4-6 times and in in 2- class the imbalance is even more pronounced. I sold a fast merchantman for around 30,000 or less, or about 2 average F100 plades or 1.5 muskets. That seems unrealisitic especially given the lenght of time one would expect to use a ship, 30 years or more compared to a weapon 5-7 years, maybe.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats an intentional addition/portion of the shipyard rpg style mod. "Stolen" ships are sold for dirt. However if you acquire a ship in more non-lethal-means, the price of selling them is about 80% of cost. Very high.

Pirating ships isn't lucrative to try and sell, seeing as how its pretty easy to go steal a ship <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<!--quoteo(post=169324:date=Oct 30 2006, 04:23 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 04:23 PM) [snapback]169324[/snapback]</div><div class='quotemain'><!--quotec-->4. <b>game change?:</b> First time into the 'caverns' at the back of Oxbay i found skeletons instead of people - in some of the beta/pre beta versions CCC had access to his 'Maltese knights Abbey' mod through a magic blade in one of the cavern coridoors, and after you had visited that place all the encounters in the cavern became skeletons. Still other than that event, the rest of the time for me i only ever found real people. Luck? or has something changed here? I dont mind either way personaly, but thought it should be noted.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had 'fixed' that bug. It was mighty odd to be running around in a cavern, to see a nifty blade to pickup, and them be thrown into some odd temple with a bunch of malicious monks all attacking you. So I fixed that bug, so you can play the cavern like stock behavior (being able to pick up that great sword!).

<!--quoteo(post=169324:date=Oct 30 2006, 04:23 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 04:23 PM) [snapback]169324[/snapback]</div><div class='quotemain'><!--quotec-->5. <b>Fixed bug/exploit?:</b> the player can not now board ships that have surrenderd to another ship or fort? Well i tried it once and couldnt seem to board - lost ALL my masts trying to board!! I had mentioned this exploit before, but wasn't sure it had been addressed? if its true then cool <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
This one should be as follows: if the ship was of hostile relation to YOU (or your flag you had up), then you can board them when they surrender. If they were neutral or friendly, then you could not unless you whipped out your jolly roger, fired on them, got everyone all pissed off at you, then you could.

<!--quoteo(post=169324:date=Oct 30 2006, 04:23 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 04:23 PM) [snapback]169324[/snapback]</div><div class='quotemain'><!--quotec-->7. <b>Oxbay Video:</b> We had been getting weird reports on the way the video had been activating, and i thought i'd found an example here:

First time i left Oxbay i sailed in 3D mode for about 15mins then went to mini-map sailing mode - i didnt get the video, but my quest book had been updated. It turns out pressing any key(i had been trying to turn northwards) when you switch into mini-map mode cancels the video playing. So people who may think they have not had the video play when it should, this might be why?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Possibly. Any key will exit any movie playback.

I think the problem I've seen, is that the movie is playing when it should not.
 
ok <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Ref the test Incrediblehat wanted me to do:

Added the log display test of "BOONES SHIP SUNK!" into the code.

I sailed to greenford port with the Osieau in mini-map(navigation map) sailing mode. Went into 3D sailing mode, Greenford fort opens fire on the Osieau. It sinks the Osieu, get message in text log display on screen: "BOONES SHIP SUNK!"

Waited for the now sinking Osieau(represented by a sky blue marker on the radar as it sinks) to disappear completely.

No update of Quest log(checked to be sure by going into the log - no mention of sinking Osieau). No 'anchor' icon available in the options(return key) in 3D sailing mode.

Went to captains cabin, log book updates(check log - new entry about success in sinking the Osieau). Went back to 3D sailing mode, still no 'anchor' icon availabel, checked i was in perfect anchor spot(thats to the left of the wharf at greenford, if your too far to the right of it you wont get the anchor icon).

Used 'Sail to' function and came back same method - still no anchor icon.

So we have the locked out bug. From here on its impossible to anchor at greenford.

UPDATE: Interestingly if you let the french fort at Falise de Fluer sink the Osieau(by switching your flag to british for example, when you are safe around the headland away from the forts guns), then this doesnt cause the 'locked out' bug effect, as long as you visit the captains cabin to update your log before entering the mini-map(navigation map) sailing mode.
If you dont visit the captains cabin before leaving Flaise de Fleur's area, then you will get the locked out bug at arrival in greenford.

I think this must have been how i progressed during testing of the earlier beta's - i made a mistake with the neutral(red flag) and the french fort attacked and sunk the Osieau and i carried on through the main quest. I cant remember if my log auto-updated or if i went into the captains cabin for some reason(i suspect not though?).


<b>Ref 4. game change:</b> Would you get skeletons from the start in the stock game, or did they come later as you discovered more about the black pearl etc? The only reason i noticed was because in the last load of betas, maybe even in the base pre-build, when you first enter the cavern you meet human foes? And yes it was odd seeing the temple+monks, and i'm happy i can get the falchion blade again, its my favourite starting blade. I was impressed by the vibe/effects in that mod though - so hopefuly its still something i can experience in the Maltese Abbey right? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<b>Ref Price of re-sold ships:</b> In terms of being a curb on a flow of too easy money for the player, i'm in favour of the price discrepancy of re-selling pirated ships vs legal ships - it makes sense in real world terms also i suspect?
Still what about if the player wanted to sell their 'illegaly' obtained ships to the pirates themselves?(Do the pirates have a shipwrights?) maybe then they could get better value for their stolen ships? Of course they would have to run the gauntlet of actualy getting to the Pirate port safetly, they might get their own stolen ships stolen on-route!? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<b>Ref 5 exploit boarding surrendered ships:</b> Ok i think that was an instance of the code working as it should.
I think in particular what i was worried about was the players ability to board a pirate ship that had surrenderd to a fort. I think this happens often enough that it can become an easy money route for the player?

Oh i've added a few more items to my post above, i'll do that as i test further. major bugs will then go onto the bug-traker.
 
<b>skeletons</b>
In the original game ALL dungeons and caverns (even at night in the jungles) they were skeletons.

A mod was made to make most dungeons and caverns have 'smugglers' instead for more ~realism~ <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<b>ship prices</b>

Well, you do make a good point, being able to sell pirated ships for more. But I think a problem is in that the pirate collonies dont have much money. Its hard enough even selling off stolen goods, let alone whole ships <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Ok, I think I nailed this locked out bug. I attached an entirely new quests_reaction.c file to the BT issue to try out:

<a href="http://swankyplace.com/potcbugs/view.php?id=254" target="_blank">http://swankyplace.com/potcbugs/view.php?id=254</a>


<b>Two Part Problem explained:</b>

1) Lai_QuestDelay function does NOT work while sailing.
2) A side effect of having the quest 'end' while in the captains cabin.

See, when you reach and island with the ship, it does a lock of the islands ports you are AT. When you sink/kill him, it completes the quest and 'unlocks' the ports on the location you are standing. However, it was NOT completing the quest because of the first issue! So, the kludge was to 'go to cabin' to complete. However it was NOT unlocking the ports because your 'location' was not around an island, but inside a cabin!

This may ALSO be a side effect cause if you talk with boone on his ship, and take his ship/capture him/kill him/hire him etc. Your location is not the island when the quest ends, but on the ship!

So, I made a bit where it will STORE that island location it locks, so that when the quest ends (properly now while sailing or in ransack), it unlocks THAT island, and not a null location because you are standing on a ship.
 
Okay, here are a couple of odd ones that happened to me.

1) I was in Greenford, fell down the 'trapped' area into the dungeon. Sidestepped in the small fight down in the lower part of the dungeon and suddenly was in the upper area. Got beset upon by at least 10 pirates all at once, they kilt me. Now here comes the 'bug' kicker. When I woke up, rather than being in the inn in Greenford, I was QC instead.

2) I had enough to outright buy a cutter in greenford. So I sold my original ship, BEFORE completing the training quests. I couldn't by a new ship, and the quest would not end.

Let me know if these are bugs, are supposed to happen.

Thanks,

Cap'n Drow
 
Well, sort of bugs, but bound to happen <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> How about "oddities we must accept if we use certain features" (and when it comes to oddities I am the usual suspect <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

1. Sidestepping has no collision detection, so you can sidestep through walls or obstructions. This sometimes lifts or drops you to to other levels of the model. Enginerelated, nothing we can do about <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

QC Tavern is the default "hospital" for all locations that do not belong to a certain town. (Reasoning: your faithful mates take you to the neutral pirateisland for a safe recovery <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> )
I understand that you would expect to awake in Greenford, but attaching those dungeons to Greenford town may cause trouble if that town is captured. So I'd rather leave it the way it is than risk trouble. Your survival is a miracle anyway <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->4. game change?: First time into the 'caverns' at the back of Oxbay i found skeletons instead of people - in some of the beta/pre beta versions CCC had access to his 'Maltese knights Abbey' mod through a magic blade in one of the cavern coridoors, and after you had visited that place all the encounters in the cavern became skeletons. Still other than that event, the rest of the time for me i only ever found real people. Luck? or has something changed here? I dont mind either way personaly, but thought it should be noted.<!--QuoteEnd--></div><!--QuoteEEnd-->
The chance for skeleton encounters should depend on this setting in buildsettings.h:

#define SKELETON_CHANCE 0.25 // type=float, desc="Chance for monster to be a skeleton rather than a smuggler. Range 0.0 to 1.0"

<!--quoteo(post=169395:date=Oct 31 2006, 05:06 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Oct 31 2006, 05:06 PM) [snapback]169395[/snapback]</div><div class='quotemain'><!--quotec-->
Ok, I think I nailed this locked out bug. <!--QuoteEnd--></div><!--QuoteEEnd-->
That would be great, cause that seems to be the biggest issue of the latest. With the quest bugs solved we could IMHO dare an "official" release.


Unless other things pop up...
 
<!--quoteo(post=169363:date=Oct 31 2006, 12:44 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 31 2006, 12:44 PM) [snapback]169363[/snapback]</div><div class='quotemain'><!--quotec-->
And yes it was odd seeing the temple+monks, and i'm happy i can get the falchion blade again, its my favourite starting blade.
<!--QuoteEnd--></div><!--QuoteEEnd-->
So you'd rather increase your worldly wealth with a murderous weapon than save the immortal souls of those poor monks by relieving them of their vain mortal hull? <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> Repent, sinner, and fight the forces of evil by entering the abbey via Greenford suburb <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
The abbey is pretty fun to romp through. Although the fires on the ground, float half way up (eye level) with a big plum of smoke coming from the ground below the fire. Seems extremely odd, intentional?

(that may have been fixed by now, I am just recounting how I last saw it two months ago, as I have no way of actually playing the game right now)

I only altered your entry from that cavern, cause I liked the sword, and figured others did too. If its a problem, I'm sorry about that, you can put it back if you wish.
 
<!--quoteo(post=169414:date=Oct 31 2006, 06:35 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 31 2006, 06:35 PM) [snapback]169414[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=169363:date=Oct 31 2006, 12:44 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 31 2006, 12:44 PM) [snapback]169363[/snapback]</div><div class='quotemain'><!--quotec-->
And yes it was odd seeing the temple+monks, and i'm happy i can get the falchion blade again, its my favourite starting blade.
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So you'd rather increase your worldly wealth with a murderous weapon than save the immortal souls of those poor monks by relieving them of their vain mortal hull? <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> Repent, sinner, and fight the forces of evil by entering the abbey via Greenford suburb <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
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well....probably yes to the first bit <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> But i am very much intending to go check out the mysterious order of the Maltese knights - it sounds too good to miss, just as soon as i get into a 'proper' game i.e when we have released build13 proper. I dont want to spoil too much of the game for me later on <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And awesome if the locked out fix works IncredibleHat, i'll download the files and try then tomorrow. And i agree with CCC, if this main bug is nailed - then we make a huge leap towards a release worthy build13 <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

oh and ref the skeletons - thats cool if its a 'random chance' type thing, no problem at all with that.
 
<!--quoteo(post=169323:date=Oct 30 2006, 10:21 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 30 2006, 10:21 PM) [snapback]169323[/snapback]</div><div class='quotemain'><!--quotec-->
I think with the frequency of blade damage is fine. There remains the porblem of <b>DEADLY FISTS [</b>that kill crew officers and me even though all are swinging 3 and half feet of sharpend steel. Othe wise, blade dammage seems fine.
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I haven't done anything to the "lethal fists" problem yet. I had written some code that should do damage to the character who fights with the fists if he hits the enemy, but the code refused to actually work; I don't know why. I have left it as-is since then thinking we can get to change that for Build 13.1.

<!--quoteo(post=169323:date=Oct 30 2006, 10:21 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 30 2006, 10:21 PM) [snapback]169323[/snapback]</div><div class='quotemain'><!--quotec-->
The ship wright on Antigua gave the can't load dialogue error.
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That one must be checked then. Do you have an error.log file of this?

<!--quoteo(post=169324:date=Oct 30 2006, 10:23 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 10:23 PM) [snapback]169324[/snapback]</div><div class='quotemain'><!--quotec-->
@Pieter, ref blade damage - i'll need a little more time on beta6(did you change much for this over say beta4 or 5?) to give a more complete answer, but so far i think its been ok from the player perspective. I do get gradual blade damage, i once or twice had a blade brake on me which was ok. So from the player point of view it seems ok. But i do notice the poor AI guys blades brake pretty often, well lets say out of each individual encounter/fight, 1 in 13 will get a broken blade. It feels a little high? maybe its just because at lower levels they have really poor quality blades? but then i'm not sure if we(player+ai) are on the same rules for this?
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I have changed nothing since 10 September, I think, so everything is still working the same as ever. The same rules apply to all characters. The only difference is that the player starts with 0 bladedamage "points" and random characters start with a random amount. The amount of points is increased each time a block occurs. The more points a character has, the higher the chance of the blade breaking. This results in random characters sometimes breaking their blades quite quickly and sometimes not.

1. Weird yes, but I don't see what we can do about it.
2. Can somebody please check that?
2. Would be nice, but perhaps for Build 13.1?
3. Nothing was changed.
4. Finding skeletons or people in there should be completely random. Sometimes you find skeletons, sometimes people.
8. You prefer the old icon? Simply take ENGINE.exe from Build 12.1 and put it back into your game version, overwriting the new file.
10. I remember having that as well! Would be nice to have that changed. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
11. For all I know, it should make a difference. Not sure though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Well, if Bart's tests come back affirmative on the locked out issue being gone, then that bug was ENTIRELY caused by me.

I rewrote the way you could complete that quest a while back. All reports I got, were that it worked. But apparently no one tested it while sailing near an island, and quite possibly never outright SUNK the ship, but rather boarded her.

It turns out using the "Lai_QuestDelay" function, does _not_ cycle/check while in 3d sailing mode. This goes for EVERY SINGLE quest that is in delay due to this function usage. I used this function as I had seen it used for many other quests to 'progress a quest' through its paces. Little did I know, the evils behind that 'delayed' process.

I noticed a whole bunch of NEW uses of the Lai_QuestDelay function in the new oxbay/start adventure/tutorial changes. This may be bad if at any point, the player is sailing when any of these should occur (like, leaving port on your ship, the quests in 'delay' mode will NOT occur until you hit land again, or go to your cabin etc).

Anyway, back to my bug. I believe I fixed it, as I have now eliminated the usage of the delayed quest wrapup. Now, it acts very much like it did as stock, going directly into the conclusion of that quest when one of the two situations is met: death of boone, or sinking of boone's ship. Death of boone is the same as hiring him or capturing him btw. Hard to explain that one, but its a clone thing. hehe.

SO... with this, I caused this most grevious bug, then ran off. I'm sorry about that. I hope I have fixed it, and thus we can all move on with this build mod without my meddling or adding new evil bugs like that.

In the words of pirateKK, you can call me a bungling idiot in public 10 times.
 
<!--quoteo(post=169439:date=Oct 31 2006, 08:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 31 2006, 08:48 PM) [snapback]169439[/snapback]</div><div class='quotemain'><!--quotec-->

1. Weird yes, but I don't see what we can do about it.
<b>2. Can somebody please check that?
2. Would be nice, but perhaps for Build 13.1?</b>
3. Nothing was changed.
4. Finding skeletons or people in there should be completely random. Sometimes you find skeletons, sometimes people.
8. You prefer the old icon? Simply take ENGINE.exe from Build 12.1 and put it back into your game version, overwriting the new file.
10. I remember having that as well! Would be nice to have that changed. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
11. For all I know, it should make a difference. Not sure though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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lol and i thought - "opps Pieters got his numbers wrong" then i re-read my origonal post <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> he he.

1. ref chars talking to you through the floor - did this always happen since the new(better) npc dialogue functions? Does it only activate on a 2D plane(as in x,y co-ords), so when a char is above you and passes over you, it just looks at the x,y and does the random interuption by npc code check? If thats how it works then yes i guess we just live with it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

2. Gamma adjustments etc - i updated that entry, the only thing i can think i've done differently is to allow 'animations on' recently in the new interface option.

3. Ref lower sound effects - well its very hard for me to show you, i havent yet got my mic, but without changing any physical settings on my speakers - i have to have 'effects' at max to just about hear the crunching of my feet on the sand of a beach for example, AND turn down music. Oh and we dont have the voices of many npcs that we used to in erm beta4? e.g when hireing officers - they are silent now. when you get that bit of random npc dialogue and you choose to tell the npc they have their purse hanging out - normaly you get a 'My what a refined young man' or some such - now nothing, silence. might all be related? hmm let me check on this again, maybe i've just reached a level on the music+voices sliders that just stops these sounds?

4. random skelies is fine - first time i'd seen them in a long time was all.

8. Thanks <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

10. Yeah - he is SO damn annoying - i call him Mr 'ants in his pants' now, he cant keep still and if you try to block him he will eventualy push past you - like a greased pig or something!!! grrr <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

11. well from pure observation it doesnt look like it - or it will only change at higher levels maybe? If it is not working then this would sadly be quite a big bug!! a new big bug <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
oh it 'used' to work in the vanilla game - you could really feel your ship come 'alive' under you as the skills of your active officers increased.
 
<!--quoteo(post=169451:date=Oct 31 2006, 03:36 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 31 2006, 03:36 PM) [snapback]169451[/snapback]</div><div class='quotemain'><!--quotec-->
...1. ref chars talking to you through the floor - did this always happen since the new(better) npc dialogue functions? Does it only activate on a 2D plane(as in x,y co-ords), so when a char is above you and passes over you, it just looks at the x,y and does the random interuption by npc code check? If thats how it works then yes i guess we just live with it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Perhaps the distance at which "Citizens" initiate dialogue could be decreased.
 
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