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    Maelstrom New Horizons


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Mod Release Build 14 Beta 3.5 Internal WIP For Testing

There are two things to consider there:

- Quest items that you need during the quest but serve no purpose afterwards:
These should be automatically removed by the quest code.
That was my request, yes. :yes After some negotiation with @Bartolomeu o Portugues, I arranged for a letter and some keys to disappear when they had served their purposes in the "Bartolomeu" quest.

- Quest items that do still have a purpose after the quest and/or are "nice to have" (e.g. the Hitman stuff):
These should either be "ITEM_TYPE" with a price to begin with or be changed to item type once the quest has completed.
The Hitman stuff has no purpose at all. It's given to you as a reward for completing the quest. If my changes to "initItems.c" have done their job, they should now be regular items, not quest items, so you can do what you like with them.

Enforcing that would create micromanaging with what officers you have in your shore party and that is something we deliberately got rid of in Build 14.
That way you can just keep some good fighters and quest officers with you ashore and you don't need to swap out officers based on skills and abilities.
Whereas I'd rather like to be able to choose which officers are appropriate depending on what I'm doing ashore. If we're going dungeon-crawling or marching across hostile jungle then fighters are appropriate. If I'm here for peaceful trading then the quartermaster is appropriate. (Having said that, I put my officers through training. In due time the quartermaster will be a competent fighter. :D)

Quest officers are a whole different problem. If the quest requires a certain officer to be with you then it will have to force him into one of your companion slots, because a player who doesn't know that a specific officer needs to be active in a certain place might not have him active, and then the quest breaks. ("Bartolomeu" had exactly this problem with Augusto Queiroz.)
 
The Hitman stuff has no purpose at all. It's given to you as a reward for completing the quest. If my changes to "initItems.c" have done their job, they should now be regular items, not quest items, so you can do what you like with them.
You made your case quite clearly there and I do agree with it. Should be solved now too.
Main question though is what other specific examples @salonikasurf is referring to.

Whereas I'd rather like to be able to choose which officers are appropriate depending on what I'm doing ashore. If we're going dungeon-crawling or marching across hostile jungle then fighters are appropriate. If I'm here for peaceful trading then the quartermaster is appropriate. (Having said that, I put my officers through training. In due time the quartermaster will be a competent fighter. :D)
Playing like that would require more clicking and changing stuff depending on the situation. In other words, more time spent in the menu and less in the game.
Definitely not the direction I'd like to go with the game. In fact, based on that idea, we might as well stop officers not in your active shore party from contributing their skills again.
We'd be back to stock game behaviour then. :facepalm

Quest officers are a whole different problem. If the quest requires a certain officer to be with you then it will have to force him into one of your companion slots, because a player who doesn't know that a specific officer needs to be active in a certain place might not have him active, and then the quest breaks. ("Bartolomeu" had exactly this problem with Augusto Queiroz.)
There is a SetRemovable "false" function to prevent just that.
I know it hasn't been applied for the non-Standard storylines though, but it IS possible.
 
You made your case quite clearly there and I do agree with it. Should be solved now too.
Main question though is what other specific examples @salonikasurf is referring to.
I only mentioned the Hitman stuff because you did. :p Beyond that, it's down to whoever writes a quest to tidy up after it.

Playing like that would require more clicking and changing stuff depending on the situation. In other words, more time spent in the menu and less in the game.
Definitely not the direction I'd like to go with the game. In fact, based on that idea, we might as well stop officers not in your active shore party from contributing their skills again.
We'd be back to stock game behaviour then. :facepalm
That would be overkill. Many officers should be doing their stuff in the background and not need to be active companions. In fact, about the only one I can think of who needs to be there in person on shore to contribute skills and perks is the quartermaster. And possibly the surgeon, if he gets any functions for healing you personally in addition to his current job of healing crew wounded in sea battles. If that can't be done for specific officers without requiring all officers to lose the ability to contribute skills and perks in the background, then leave things as they are.

There is a SetRemovable "false" function to prevent just that.
I know it hasn't been applied for the non-Standard storylines though, but it IS possible.
Not yet it hasn't. I'll have to see how it works and apply it to Augusto Queiroz in "Bartolomeu".
 
That would be overkill. Many officers should be doing their stuff in the background and not need to be active companions. In fact, about the only one I can think of who needs to be there in person on shore to contribute skills and perks is the quartermaster. And possibly the surgeon, if he gets any functions for healing you personally in addition to his current job of healing crew wounded in sea battles. If that can't be done for specific officers without requiring all officers to lose the ability to contribute skills and perks in the background, then leave things as they are.
If it is only for a select few instances, perhaps @Levis can figure something out.
We should clearly mark that on the Ability Description though otherwise people would be confused.
Not sure it is worth the effort, but I think that would be up to Levis to decide.

Not yet it hasn't. I'll have to see how it works and apply it to Augusto Queiroz in "Bartolomeu".
Have a look at the Standard Storyline; it has probably been done for Danielle.
Can't remember the correct command, but I can look it up tonight if you haven't yet found it by then.
 
I thought @Armada made all the cabins and ship deck locations match up as good as possible at some point in the past. :confused:
Would be easily changed in ships_init.c though.
I may have been considering the shape of the deck more than the size, in this case. It's not perfect, and could be argued both ways.
The brigantine still uses the stock brig hull, doesn't it? In any case, all models using that hull should use consistent deck locations, if any changes are made.
 
I may have been considering the shape of the deck more than the size, in this case. It's not perfect, and could be argued both ways.
The brigantine still uses the stock brig hull, doesn't it? In any case, all models using that hull should use consistent deck locations, if any changes are made.
Indeed without a substantial amount of extra deck locations, we're never going tho get it "right" anyway.
Thankfully it has no major impact on gameplay and any concerns resulting from it should be limited to merely some headscratching on the part of some players.
 
The luck skill of our First Mate does not have an effect on the player ship's overall luck statistics. This did work a few years back - Build 13 I think - or it may have been the stock game.
According to Officers.c, it is the Doctor who adds his Luck skill to the party. The Navigator also adds 50% of his Luck skill.
So it indeed isn't the First Mate at the moment.
 
Very good.. progress is a word in our country that we only dream of.. good to see it happening here :D
 
Very good.. progress is a word in our country that we only dream of.. good to see it happening here :D
LOL! I finished the last thing I still wanted to sort out for this version, so the second version is compiling now.
When that is done, it is time to upload and also double-check that it installs properly. Getting there....
 
Here's to hoping it'll live up to expectations!
(E.g. be clearly more playable and fun than last week's release without major new issues or stuff like that.... :wp )
 
Well despite the issues I had, I still play it everyday in my free time.. managed to reach lvl 45.. except is a little boring since I've turned lvl 30 my british nation has been at peace with everyone except france.. next game i gonna wrap me scarf and raise em black sails!
 
New Installer EXE Now Available!
WARNINGS: New Game ENFORCED and options will be restored to default again

As promised, here is the next version. It finished uploading, but I'm still verifying the installation process.
It is probably OK, but I'll post here once I have confirmed that.

The list of updates is similar to the one posted yesterday in the "Finishing Build 14 Final" thread, but with some extra fixes and updates included.
Below you can see everything new since last week's update (A LOT!), but let me give you a short summary:
- Different promotion titles for Privateers and have these titles used more prominently throughout the game
- The UNLIMITED_LOOT toggle is removed again; this time hopefully for good! This functionality is now taken over by the WIC and EITC offices on Curacao and Jamaica.
- Fixes to Fetch Quests and Smuggling, including the option to buy opium from the Opium Den
- Improved performance on Shipyard Interface
- Completely rewritten Musket/Musketoon on Back code; this should no longer result in weird effects!
- Tailor added to Tortuga
- Davy Jones Free Play option given his own curse
- Several Main Quest and Side Quest fixes
- Unused characters are forcibly erased; this is a potentially large change, so keep an eye out for any side-effects of this!

And as per usual, I hope you'll be able to have a lot of fun with this one! :cheers

Code:
- New Features:
  . Improved Privateer Gameplay by Pieter Boelen:
  > Different promotion titles
  . Improved Merchant Gameplay by Pieter Boelen:
  > Carrying a "Merchant Passport" prevents your crew from becoming envious of the amount of money you have
  > Starting as a merchant gives you a "Merchant Passport"
  > Possible to buy a "Merchant Passport" from the WIC office on Curacao and the EITC office on Jamaica
  . Improved Pirate Gameplay by Pieter Boelen:
  > Distinguished promotion ranks from fame level
  > Pirate governors avoided where necessary for quest purposes
  . Improved Smuggling by Levis
  > Your actions towards the smugglers may lead them to like/dislike you by Levis
  > "Smuggling for Thomas O'Reilly" unlocked only after a certain amount of smuggling
  > Possible to buy opium from the Jamaica Opium Den
- Code Updates:
  . Dialog order code updated by Levis
  . Custom promotion code and special blade for Francis Drake, including promotion to "Sir", by Grey Roger
  . Three new abilities added by Levis
  . Tortuga Tailor added in Early Explorers by Jack Rackham
  . DeleteCharacter function expanded to completely erase all traces of deleted characters by Pieter Boelen
  . Early Explorers corsairs given better items to defend themselves against the Spanish by Grey Roger
  . Alternate curse added at game start for Davy Jones by Pieter Boelen
  . Allow gambling even after playing a lot by Pieter Boelen
  . Ship location code replaced in several places by Pieter Boelen
  . Safe Port Leave code rewritten to simplify use by Pieter Boelen
  . Improved Performance in Shipyard Interface by Levis
  . Updated handling of character ranks and titles in dialogs and interfaces by Pieter Boelen
  . New Cheatmode Functionality: Numpad 9 trigger an instant promotion by Pieter Boelen
- Bug Fixes:
  . Smuggling fixes by Levis
  . Error log entry due to equipping promotion officers fixed by Pieter Boelen
  . Nation for promotion rewards fixed for Emisarries by Grey Roger
  . Fast Travel issues in Guadeloupe and Charlestown fixed by Pieter Boelen
  . No Blackbeard on Isla de Muerta if you are Blackbeard yourself by Pieter Boelen
  . Musket/Musketoon on Back code completely rewritten and improved by Jack Rackham
  . Fixes to smuggling by Levis
  . Delete unhired officers from tavern upon leaving by Pieter Boelen
  . Shipyard Interface upgrade exploit fixed by Levis
  . Error in boarding code fixed by Pieter Boelen
  . Display spelling improved for navy officer titles by Pieter Boelen
  . Distance factor in Escort Quest pay fixed by Levis
  . Fetch Quest errors fixed by Levis
- Storyline Updates:
  . Sidequests:
  > "Smuggling for Thomas O'Reilly" made independent from Standard Storyline by Pieter Boelen
  > Artois Voysey quest loop error fixed by Pieter Boelen
  > Vigila Mendes quest rewritten to improve reliability by Pieter Boelen
  > Patric Cardone quest bypass fixed by Grey Roger
  > Sword at the end of the Moulin sidequest corrected for Early Explorers by Grey Roger
  > Governor Ship Hunting quest expires after a month so you get a new one afterwards by Pieter Boelen
  . Standard Storyline:
  > Black Pearl boarding deck texture fixed by Pieter Boelen
  . Jack Sparrow Storyline:
  > Appearance of Pintel and Ragetti as officers fixed by Pieter Boelen
  > Montanez code corrected by Pieter Boelen
  . Free Play Storyline:
  > Availability of Artois Voysey sidequest fixed by Pieter Boelen
  . Assassin Storyline:
  > Repeated rewards exploit fixed by Grey Roger
- Model and Texture Updates:
  . Golden Hind ship model with extra details added by Jack Rackham, Hylie Pistof and Armada
That is quite a huge list of things, especially consider this is all new since last week! :shock
If at all possible, I'll try and add some more to this before this version is posted tomorrow.
 
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Tested installing on my previous Beta 3.5 installation and that ends up identical to my current game version.
So it looks to be OK.

Edit: Tested on my unmodded game version too. It's OK.
 
Last edited:
Note that as of 3rd July, there is a new installer but the leading post still says "Updated 23 June 2015".
 
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