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Mod Release Build 14 Beta 4 Internal WIP For Testing

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Opening post EXE updated
NEW GAME ENFORCED again. Sorry guys, I had no choice.

Our To-Do list for Beta 4 has gotten decidedly smaller with this update!
Many loose ends have been tied up and a lot of recently found bugs have also immediately been dealt with.
There has even been some progress on an annoying long-standing one again!

Long story short: A lot has been done, but the Build Testing List | PiratesAhoy! is getting bigger and bigger.
So testing is more important than ever. I cannot say it often enough: Comment on EVERYTHING THERE THAT YOU POSSIBLY CAN!
We need any and all feedback so that we can find out which items have been dealt with properly and which ones still need further work.

And in case you DO want to know the full story, here are all the changes now included:
- NPC captain type determined through same function as player/companion captain type by @Levis
- Inactive officers gain more XP by @Levis
- Officer prices change as appropriate by @Levis
- Skills and perks should match up even if Auto Skill System is OFF by @Levis
- homelocation/alignment typo fixed by me
- Extra national skill bonuses added by @Levis
- Treat quest characters the same as regular characters, only auto-adjust their level by @Levis
- Smuggling enabled on Eleuthera and Turks by @Jack Rackham
- Turks has "smuggling nation PIRATE" in the Golden Age of Piracy, all other periods get smuggled goods as intended by me
- Reduced error.log entries upon saving by @Levis
- Remove contraband for smuggling nation Pirate and Personal by me
- Update island smuggling state after any town has been captured by me (TODO @Levis?: Set smuggling nation to Personal once ALL towns on an island have been captured)
- Opium can be used by @Levis
- Chance at smuggling coastguard ships reduced by @Levis
- Claire Larrousse sidequest further fixed by @pedrwyth
- Enlisting of random characters fixed by me
- Governor Ship Hunting Enemy, Convoy Quest Enemy and "Crewmembers on Shore" Ship Enemy do NOT trigger relation changes by me
- Letter of Marque cost now depends on relations to that nation by me
- Governor Ship Hunting quests give you relation points that decrease the LoM price
- Animists sidequest error log entry fixed by me
- Smuggler Agent "paying for relation" closes the dialog and therefore updates correctly by me
- Possible to wait in the tavern for specific number of hours by @Levis (for free by me)
- Thomas O'Reilly provides quests regardless of nation relations by Levis
- Spelling in many dialogs improved by @jack sparring and me
- Possible error log when killing Indians fixed by me
- Blocking code fixed by @Levis
- Land Crewmembers mod is automatically disabled when your last crewmember dies by me
- Post Init of characters stopped when exiting location to improve performance and prevent error logs by @Levis
- Hispaniola labyrinth reload fixed by me
- Possibility added to cancel smuggling runs by @Levis
- Return of officer after investigating smuggling time fixed by me and @Talisman
- Tavern keeper joins in the drinking code moved to general quest file by me
- "Relations Tutorial" questbook entry gets closed instead of deleted by me
- Getting stuck while reloading from Sea to Shore fixed by me (hopefully for good this time!)
- Additional paint scheme for the Polacca added by @Hylie Pistof
- Cannot repaint regular Caravel into cursed version by me
- Bartolomeu storyline sitting situation fixed by @Jack Rackham
- Many quest companion characters locked by me
- Appearance of "John Smith" at night in Jack Sparrow storyline fixed by me
- Jack Sparrow storyline requirements on "EITC_Passport" loosened and corrected by me (prevents BAD Davy Jones error)
- Jack Sparrow animists sidequest code simplified and corrected by me
- Jack Sparrow storyline appearance of Mr. Gibbs on Guadeloupe shore made more reliable by me
- Jack Sparrow storyline Turks situation fixed by @Jack Rackham
- Woodes Rogers updates by @Jack Rackham
 
Hey guys, I just want to inform you that now I'm very busy with exams and I won't be able to test anything of the new patches of Beta 4 WIP. I'm sorry for not being able to contribute more, but I have a pretty hardwork month and I want to focus on my studies. I hope you understand it.

Until next notice, I won't test anything about Beta 4 WIP. Again, I'm sorry, but I can't handle it properly as I would like.
 
Shame indeed. Of course at the moment there isn't much sensible testing to be done.
We've got another "truly broken game" on our hands, same as a few weeks back.
And I'm really inclined to not even try to fix it this time.
 
Attached is a ZIP containing all @Levis' latest fixes along with everybody else's.
I've got high hopes this will make the game a WHOLE lot more playable again. New game required.

This is mainly to confirm if this does actually help for real now.
Assuming that it does, there will be a proper new EXE tomorrow. :doff

New Version:
Mod Release - Levis' Stuff [Nov 17] | PiratesAhoy!
 
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I am confused is the new installer ready? And does it contain more that Levis Fixes from yesterday?
 
Opening post EXE updated
NEW GAME ENFORCED again. Better safe than sorry after the previous update.... :wp

With the big new issue(s) from the previous release fixed and some more loose ends tied up, this promises to be getting close to the public release.

Only very few things left on our "Must Fix and Finish" list. But a LOT on the "Must Test" list.
So please play and please, please, puh-lease provide feedback on the Build Testing List | PiratesAhoy! .

Full list of changes in this update:
- Buildings in own AI group to avoid upsetting them by me
- Boarding errors fixed by @Levis and me
- Updates to Levelling by @Levis
- Treasure Quest pirates reset every time you encounter new ones by me
- Trade Licence gives you 100% sale prices now by me
- Malcolm Hatcher made less strong for Tutorial by @Levis
- Cartagena Smuggler restored by @Talisman
- Multiple fetch quest Questbook entries fixed by @Levis
- Hornblower storyline potential error fixed by @Grey Roger
- Jack Sparrow dialogs improved by @jack sparring
- Jack Sparrow Isla de Muerta scene improved by @jack sparring and me
- Rigging fixed on several ships by @pedrwyth and @Hylie Pistof
 
If not I can upload missing stuff tomorrow or do small fixes, else you have to wait till monday.
How available are you this weekend? I'd like to go to sleep before adding your files,
but would prefer not being stuck without any possible last-minute fixes/missed files because you aren't around... :confused:
 
How available are you this weekend? I'd like to go to sleep before adding your files,
but would prefer not being stuck without any possible last-minute fixes/missed files because you aren't around... :confused:
Untill tomorrow 2 o clock I should be pretty avaible (just need to clean my room).
After that I don't expect to have much time to do stuff untill monday.
 
Opening post EXE updated
NEW GAME ENFORCED again. Quite a lot of notable changes again.

Should be much more playable again, with less bugs and also less log entries from the various ships.
We did confirm one bug though that is yet to be fixed:
- Cannot save if "PostInit" process is still running. This takes some time to complete and mostly affects locations with lots of characters.
At the moment I do not how often you may run into that one during the game.

Here's the full list of changes:
- Collision Detection for BuildingSet structures by @Levis (with toggle in globals.c)
- Many large updates to Levelling system by @Levis
- Improved performance upon loading locations by @Levis
- Player type shown in F2>Character by me
- Musket sounds reduced by @Jack Rackham
- Sailor and Pirate Sailor "officer" types added by @Levis
- Blackbeard gets his sword at game start by me
- Missing priest added to Hispaniola Village by me
- Priest dialog error on Nevis fixed by me
- "Female Officer Percentage" in Enc_Walker dialog simplified by me
- Colony Management dialog error fixed by me
- Smuggler quest not given by Pirate "governors" by me
- Skill bonuses/mali shown in green/red in F2>Character and F2>Ship by @Levis (WIP: Still to be added to F2>Passengers and the Ransack/Transfer Interfaces)
- Correction to Itemsbox and Passengers Interface when Dynamic Interfaces OFF by me
- "Master of Disguise" perk added by @Levis
- Changed boarding balancing by @Levis (WIP: More to be changed later)
- Block/Pierce calculation simplified by @Levis
- Escort Quest destinations corrected by me
- Sinking the Vogelstruys soldier uniforms corrected by me
- Possible CTD when upgrading cursed Flying Dutchman corrected by me
- Hornblower storyline quest extension added by @Grey Roger
- Jack Sparrow dialog error corrected by @Levis
- Jack Sparrow "Philippe and Maximus on Isla de Muerta" scene updated by me
- Jack Sparrow Skull character restored by me
- WIP updated to Woodes Rogers by @Jack Rackham
- Moulin sidequest text clarified by @Talisman
- Turks Help sidequest text corrected by me
- Many, many locator and texture errors corrected on ships by @pedrwyth and @Hylie Pistof
 
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