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CURRENT POTC BUILD

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Keith

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Here it all is in one big file, preinstalled, and ready to overwrite your POTC install (Since patching is time consuming and doesn't work for some people). It's in `Self-Extracting` WinRAR format.

This archive is all you need to get playing POTC with the latest mods! All you need to do is extract this archive's two folders into your main POTC directory and choose "overwrite all."
Suggestion: make a backup of your PROGRAM folder, and the INI and QUESTSTEXT folders in RESOURCE, before you install this build.

After installing, none of your old saved games will work, and you must start a new game and then reinitialize (press the I key). Then you can play normally. If you're updating from a previous build, see the Changelog for other options.
You must start a new game anyway, so disregard any instructions about prerequisites or restarting the game. You can of course uninstall any mod you don't like, assuming it's not a prerequisite to another mod; also, you can install any mod that is not included here, again assuming you install its prerequisites (if any) first; but do both before restarting the game, reinitializing, and saving for the first time.
Have fun!

Please see included file Quests Added.txt for all the `re-enabled` quests and their walkthroughs.
Please see included file Changelog.txt for a list of what's changed since the last build.
Please see included file Docs for Crew Morale - Divide the Plunder for documentation for that mod. Even if you're already familiar with it, please read that documentation!


Included is a comprehensive readme (in text and RTF) detailing all the mods included and their descriptions.
Readme, including list of new keys! Build Readme.rtf
Changelog: Changelog.txt
Added Quests: Quests Added.txt
Docs for the Crew Morale/Divide the Pludner Mod: Docs for Crew Morale - Divide the Plunder.txt
CURRENT BUILD: see below for latest link and changelog. Note that if you already have the "base" version of the current build, you can download the patch instead of the full build.

If you have a European version, install the build and then install Taghmon's European Patch: `NK-Build_Europeanpatch`.zip

Please reply in the appropriate build thread with your questions, comments, problems, and suggestions.
 
Build `9-12`-03
-------------
NK - Prices changed: sell price of ships now 1/4 old buy price, 1/8 new buy price.
ALexusB - NK - Quests v1.2 included, now has more quests (see Quests Added.txt)
NK - Loot the Dead: gun bug fixed.
NK - Merchant Ship Mods v2: 32pdr bug fixed.
 
Build `9-14`-03
-------------
Build `9-14`-03
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NK - Swords and Items: Spyglasses made less rare by factor of 6.
NK - Cannons v4: Crew damage changed. Bombs do slightly less hull damage.
Quests: added two quests, Arnaud Matton and Baldewyn Coffier, and Sabine Matton. (see Quests Added.txt). Bug fixed where Albion is incorrectly reported sunk. Bugfix for the Teodoro quest. (Thanks, Taghmon!)
New: Taghmon - Fix Character Sheet Bug
New: Taghmon - Random Officers Mod with NK Officer Models Mod (supercedes NK - Officers and Perks)
New: Taghmon - Add Video Options and various control options from the German Version.
New: Amokachi - Boatswain Sounds: new to the build, and with a fix by NK so it works for keyboard sail instructions.
New: NK - Fix Forts Bug: fixes the bug where forts will still fire on you even after you fix relations. Also, it fixes the bug where the game doesn't register you've met a relation agent.

Note the file size has gone up to 4MB due to the German components included. Sorry.
 
Build `9-17`-03
-------------
Rain now a bit less common.
The Corsair's Pride sword now has its name show up.
Quests: bugfixes, most thanks to Taghmon
NK - Prices v2: Cannon sell price tweaked slightly.
Bug in Become a Pirate by talking to Isenbrant Jurcksen fixed.
Taghmon - Random Officers Mod: various improvements.
NK - Loot the Dead: gun bug fixed. AGAIN.
NK - Fix Tut: fixed tut section so it works with the Mega or Moderate Start mods.
NEW: NK - Rep Changes: Reputation changes from quests increased; changing rep via priests costs more and is based on rank.
NEW: NK - Toggles: this lets you toggle Always Run on/off, and turn on/off the "annoying" logs.
NEW: More portraits: by Verruckt and fragster.
NK - Fix Tut: HP bug fixed.
NEW - NK - Take All Mod: this sets the take all button in the transfer goods screen to take the most expensive items first.
NEW: Boatswain Ship Sounds v3: this adds almost all old Seadogs boatswain commands back in.
 
Build `9-23`-03
-------------
SD - Surrender Mod: Fixed bug with boarding forts, and the bug whereby you get only 1 enemy. Fudgefix for now.
Quests: Many bugfixes to the additional quests by Taghmon. Thanks, Taghmon! Also, fixed bug with smuggler who takes you to Machado.
NK - Rep Changes: Firing on friendly ships lowers your reputation.
Verruckt - NK - Military Mod: Revised `required-num`-sunk totals for rank advancement (Actually this change was in a previous build but I forgot about it). Also, fixed a longstanding bug in wages code. Thanks, Fred Bob!
NEW: You can no longer tell a ship's nationality on the world map. To compensate, you have a far better chance of having "No" available on the "Engage?" screen, and the chance for it being available is now based not only on sailing skill and luck but also on sailing perks and your speed vs. the encounter's speed.
NEW: Thanks to Sailor Al, KFleshman's Play Past End Mod is now installed (I thought it was already, but actually not).
Minifix to Gregor Samsa's dialog, so he now supports any number of new blades/guns/glasses.
NK - Items assignment mod: now chooses best possible blade for enemy in random encounters (if they meet or beat its rarity), rather than a random blade.
NK - Prices: some prices changed. (weapons prices now 10 * (oldprice/100)^1.5 )
NEW: Sailor Al has a new blade for us, the Cardinal's Guard.
NEW: NK - Crew Morale daily updates and Divide the Plunder are now implemented. Please read the readme for details, it's rather complex.
NEW: NK - Wardrobe: This lets you change what you're wearing, by talking to Malcolm right off the bat, or talking to him again later, or talking to a hired `random-officer`. You start out in your bathrobe. Note that your portrait does update!
NEW: Thanks to Lord_Kosmos we have two new characters, a Royal Navy captain and admiral.
NEW: Thanks to Kodo_Boon and ALexusB we have Jack Sparrow in the game!
NEW: NK - Fix Trade Quest Bug, where the wrong destination is written down.
NEW: Captain Gull - Bug Fix Loan Shark infinite money: This is a fix to the bug where loans in the game can be infinite.
NEW: NK - Fix `Artois-Animists` Bug: This MOD fixes a conflict in the Artois quest and Animists quest, and the bug in the Artois quest that results in this.
NEW: ALexusB - Small Font in Dialogs.

A big `thank-you` to everyone who's contributed to these builds; especially Taghmon and Sailor Al, without whose help this build would not be possible (let alone less bugged than usual, I hope).
 
Build `9-30`-03
-------------
Includes all fixes from the `9-24` patch (Rheims quest bugfix, Crew Morale and Div. Plunder fixes, update to Gregor Samsa, SDSM boarding / forts fix).

Quests: Edgar Attwood quests fixed (see Quests Added.txt for a info and a walkthrough if you need one). Also, issue fixed in Zaid Murro/Bandits quest.
New: Minifix - it can no longer rain in the ship's cabin.
NEW: Viper - Emblemed Sails v2.5 Full: An big update of v2, now supports the Xebec Barbarossa and many more sail types.
NEW: NK - Tweak to Rapers Mod: this gives back the rep boost: if your rep is under 80, 1/2 the time you get +1 rep instead of the gold.
NEW: Viper - Missing Children Fix. Like the `Play-Past`-`The-End` mod I'd thought I'd included this, and wrote I had in the readme, but hadn't installed it. Now it is.
Verruckt - NK - Military Mod: Revised `required-num`-sunk totals for rank advancement. Also, more little bitty wage bugs fixed (now everything is made integers first).
ALexusB - NK - Pirate Hunting for VMM: Fixed bug in dialog; also now pirates are generated just like other ships.
NK - Merchant Ship Mods v3: In addition to its previous changes, you now get a calculated (but somewhat random) amount of money when you successfully board a ship, lots for merchants, some for warships (MoW with a really good captain gives about the same money as a Galleon with a good captain), and a very random amount for pirates (from not very much to even more than the above Galleon). Also, the ransom you're payed when you release captives is changed, so it's based on the character's rank, old ship's weight and class, and a random scalar.
SD - Surrender Mod: Fixed bug in the bugfix, re: boarding ships after boarding forts.
Sailor Al - NK - New Swords v2: Adds four blades total (two new to v2).
NK - Crew Morale and Divide the Plunder: Expedition Length changed to `60-100` days.
NEW: NK - New English Governor: This gives Redmond a new governor after you kill or capture Silehard. I'll let you find out who!. Note that even though this adds a new character, you do NOT need to start a new game!
MASSIVELY NEW: This build uses all but one DLL from the new Russian Patch. This has one issue (see below), but otherwise seems to work great. Including the falling masts!
Also included are AI adjustments and other neat things--check out the readme for the 1.02r Russian Patch in the Russian Patch thread on Pirates Ahoy.

**********NOTE: If you have the `9-23` build working, you do not need to start a new game (though that's often wise, and can't hurt). BUT! You still do have to reinitialize at least once after installing this build, and you *MUST* sell all your items to a merchant, exit the sell interface, and then buy them back. Otherwise Bad Things Will Happen.**********

KNOWN ISSUES:
1. The labels for the items on the `sail-to` menu do not appear.
2. The `dialog-only` head models for new characters do not appear. Regular models work fine; it's just the green box in the `upper-left` corner is empty when talking with a character with a new model.
 
Note: a few of the below changes were included in the patch to the previous build (i.e. the new governor), so if you've followed the instructions for the previous build, ignore the below ones for this (i.e. if you had the previous build installed before you talked to Clement, you don't need to reload and talk to him, after installing this build)

Build v7.2
-------------
*** Difficulty Levels have now been implemented ***

NK - Reinitialize Mod: updated to create a new file called Reinit.c, with a single function, and to reinitialize automatically on starting a new game.
NK - CM/DP Mod: Rewritten so the factors act as scalars rather than add/subtract constants. In addition, the food and rum decrement routines have been rewritten for better, more `bug-free`, operation. And the gold required for a happy crew has been reduced. Now you can choose whether to pay your crew, or divide the plunder every so often. Talk to a hired `tavern-officer` to choose. PLEASE REREAD THE DOCS FILE.
NK - New English Governor: updated to fix problem with the mansion being locked. If you want the new governor to appear, you must load a save from (*SPOILER*) after you take Greenford but before you talk to the `newly-freed` researcher at the lighthouse. (*/SPOILER*) If you're not there yet, don't worry.
NK - Name: default changed back to Nathaniel Hawk.
NK - Fix Cannons: cannon strength and reload time tweaked further, as well as the damage from different types of ammo.
NK - Merchant Ship Mods v3 SD: fixed money bug where money was only given if ship was taken as a prize. Also, money amount halved.
NK - Pirate Frigate: changed model back to Frigate1
NK - Taghmon - Redo Character Generation Code: This mod recodes all random character generation to use Taghmon's officer code with a new Random Enemy officer type, and to correctly equip the characters (with no blade if they shouldn't have one, and not just a saber if they should); this includes the respawning soldiers, who now are based on your rank. Also, chargen for ship captains is now totally redone; and they can now have "virtual" officers, giving them skill bonuses at sea; and it adds a difficulty scalar. Talk to an Encounter (aka Random) Officer and tell him you don't fit in right to change it.
NK - Give Other Captains Virtual Officers: increases the skills--but only while at sea--for captains who are not companions, by giving them "virtual" officers, i.e. increasing their skills by a multiplier `semi-randomly` based on how many officers the player has enabled and the class of the captain's ship.
NK - Difficulty levels: There are now four difficulty levels. When you start the game, you start on the easiest; hire an officer from a tavern and talk to him to change your difficulty level (if you're not starting a new game, just talk to a hired tavern officer). This scales, on generation, enemy character ranks and HP; officer ranks and HP (inverse of the difficulty), chance for characters to be generated with better blades, and the chance of ship captains having "virtual" officers, to increase their skills.
NK - Make Enc Rank based on Ship Class: checks to see if, for encounter generation purposes, your rank is greater than (`8-ship` class) * 2 and if so makes rank (`8-ship` class) * 2. Note that this applies to Pirate Hunting quest enemy generation too.
NK - Items: now harder for enemy characters to get good blades, and in addition scaled based on difficulty. Also, thanks to MareX, you now get gold too. And, gun algorithm rewritten to be like the blade algorithm (`non-arbitrary`).
Wardobe v3: Includes three new portraits by fragster (since v2), and now switches your model as soon as you choose it. Also includes one new choice, by Sailor Al.
Surak'nar - Adds `crew-on`-deck for Fearless
Viper - Add Cargo Value to Ship Sale Price
Sailor Al - Quest Log Text for New Quests: for now, only the Blacques are covered, but coming soon there will be Quest text for all `re-enabled` quests.
NK - Luck in fighting: Luck, and difficulty level, now effects the amount of damage you do.
REMOVED: `Stone-D`'s Shared Experience mod. Caused crashes at various points.
NK - Shared Experience: My version of a Shared Experience mod. When party XP is added, half of full XP goes to each passenger--all if the party has the SXP perk; if the passenger is an officer (or the player), he/she gets the full XP. When personal XP is added, one quarter goes to each passenger, half if SXP; half goes to each officer (including the player), or the full if SXP.

`Sail-to` text is back, thanks to Surak'nar.

If you already have build `9-30` installed, all you have to do is load your saved game, reinitialize, and save again. However, you /may/ have to reset controls to defaults and then `re-customize` them (if you have problems with controls, or the game doesn't respond right to them). If you don't have `9-30` installed, but do have a previous build, read the changelog section for the `9-30` build on how to upgrade.
 
UPDATED `10-15`
Heh. As usual, there's a little patch now.
Or you can just redownload the build.

This fixes a rank bug and even more HP bugs.
Also, "NK - Luck in Fighting" was added to the changelog; it's been in since I released the build, but I forgot to mention it.
REMOVED: `Stone-D`'s Shared Experience mod. Caused crashes at various points.
NK - Shared Experience: My version of a Shared Experience mod. When party XP is added, half of full XP goes to each passenger--all if the party has the SXP perk; if the passenger is an officer (or the player), he/she gets the full XP. When personal XP is added, one quarter goes to each passenger, half if SXP; half goes to each officer (including the player), or the full if SXP.
Wardrobe: bugfix for items not appearing. Also includes one new choice, by Sailor Al.
 
I have the pleasure to report that falling masts -- FROM COMBAT DAMAGE -- now work!
Great big `thank-you` to Walker, who posted the code on the Russian forum--and babelfish, which makes it possible for me to know that.

Please redownload the build or the patch.
 
Big problem with officers was found; shared XP code rewritten, and that seems to fix it.
Also, boarding sailors' HP is now better tuned.

Please redownload the build or patch; you really do need to, as the above was a showstopper.
 
Patch v7.5
This fixes:
Bug in the Pirate Hunting quest generator that occasionally would crash on entering sea mode
Typo in shared XP that prevented XP from sharing
Bug in Edgar Attwood quest
 
If you're having trouble with officers:
Please download either the build or patch, v7.6:

But you will have to restart.
 
There are two major things in this release, the Relations Mod and Dynamic Towns.
The former is, so far as we can tell, solid; the latter, because it's dyamic, we all will only know for sure after significant playtesting (since it takes months of game time for big changes).
So that's where you all come in.

So, I happily present to you: Build v8.0.

Please read the readme for more details, especially the section Added Things / Things to be Aware of (near the top).

Build v8.0
-------------
Added Scumdog's soundpack. It adds another meg or so, but it's worth it.
NEW: MareX - Exchange gold in 100gp lots
Mithrandir - Realistic Weather v2! (with a little tweak to windspeeds)
Changed portraits around so no more invisible portraits / clones.
Revamped relations system; replaced VMM. You may now work for as many, or as few, nations as you want; relations now span from hostile to wary to neutral to Letter of Marque/Ranked. You can leave service at any time, but for a rep hit (and watch out if your rep is too low!). Merchants and shipwrights may not trade with you, depending on your reputation and your relations with said merchant/shipwright's country.
Added officer salaries to salary mode (1/5 hiring price), shown on charsheet; companions take 1/2 salary. Player is also payed the same wage, but only if there is enough money (modified by difficulty).
GreatZen and NK: Added land to character and charsheet. It is given with promotions from governors. Land also returns a profit.
Added deductions for officers to DP mode.
Personal share in DP mode based on difficulty level.
Fixed Virgile Boon.
Speed added to spyglasses.
Tweaked wine properties
Ability to raise and lower flags at will; speak to a `tavern-hired` officer. Note that this will NOT change your relation with nations! You must be neutral or better with the nation to raise that nation's flag; you can always raise the Jolly Roger, however.
Raising a pirate flag via the battle interface will make you hostile only with those nations that are present at that time (and thus can see you do it). Raising a pirate flag via an officer will NOT change your relations.
Change to prisoners: Execution now hurts the player's reputation, but awards XP equal to the ransom.
Towns now have populations, which can increase or decrease over time, depending on the amount of food available. A chunk of the population is killed / leaves town, when you sack the town. Troops in forts, and crew available for hire in taverns, and goods available in `stores-and` the gold and XP rewards from `sacking-are` based on town size. Ask a citizen in the streets about the colony; they'll tell you the population.
If town size gets screwed up, press I to reset towns to default population.

You must start a new game. None of your old saves will work.
 
http://pirate.webserver.com.my/files/Natha...uild%20v8.1.zip

Or, if you already have 8.0, grab the patch:
http://pirate.webserver.com.my/files/Natha...atch%20v8.1.zip
No restart needed.

Includes:
HP fix for boarding and after boarding.
Typo fix in ability describe.
And, finally, `supply-based` prices!
Towns now have populations, which can increase or decrease over time, depending on the amount of food available. A chunk of the population is killed / leaves town, when you sack the town. Troops in forts, and crew available for hire in taverns, and goods available in stores, are based on town size. Goods' prices are based on the quantity of the good vs. the size of the town, and the price updates for each unit of goods purchased. Note: goods price calcs take time--if your game looks like it's frozen up, give it a minute; it's just calculating cost. The town now also has a set amount of gold, which changes based on population size and in trading with the merchant and shipwright; if they don't have enough money, you can't sell...this gold is also used to find how much booty you take when you sack the town (and that gold is then subtracted from the town's gold). XP on sacking is based on number of troops; after sacking a town, population decreases (as does number of troops), and then slowly grows back.
Town gold is displayed on the right side of the "gold bar" when trading with merchants or shipwrights; your party's gold is on the left. When buying and selling goods, the current price to buy or sell a unit of that good is displayed in the center of the bar.
Ask a citizen in the streets about the colony; they'll tell you the population.
If town size or goods get screwed up, press I to reset towns to default population, goods, and gold.
 
Build v8.2

Fixes:
Zaid Murro quest log bugfix
Officer salary now modified by player's leadership skill and Iron Will perk, and difficultly level (just like crew salary, but crew salary is based on the best leadership skill and perk selection in the party).
Goods price tweaks
Expedition length now shows in Ship Sheet, when viewing crew.
Typo fixed in switching to salary mode
Typo fixed in morale for salary mode.
Land profit tweaked
Sea experience changed to AddPartyXP to allow for sharing of XP to inactive officers.
Sell All at stores skips ammunition, repair goods, and wheat and rum. Selling a ship at the shipyard (and thus selling all goods on it) does still sell those goods. Thanks to `Stone-D` for the code and Surak'nar for reminding me.
 
Build v8.3

-------------
*** If you're patching to 8.3, you do not need to restart. But PLEASE REINITIALIZE.***
*** If the game crashes on switching to Sea mode from land, after accepting a Pirate Hunting Quest, reload, press T, and try again. That should fix it. If not, drop me a line. ***
Price of Fearless changed to 250k
NEW: When an encounter is created, ships of the correct nation are assigned (though there is a slight chance that a ship not of that nation may be assigned, to keep things interesting).
Added option to turn on and off encounter ship class capping based on player's ship class. It's under difficulty level choice when talking with a tavern officer.
XP Logs do not show for boarding crew and enemy boarding crew
Various monetary tweaks
Bug in store price fixed.
Town gold is displayed on the right side of the "gold bar" when trading with merchants or shipwrights; your party's gold is on the left. When buying and selling goods, the current price to buy or sell a unit of that good is displayed in the center of the bar. The average price per unit is displayed in parentheses after the total price to buy/sell.
 
Well, 8.4 spiraled into 9.0.
And into an 11MB whopper, because Morgan, of Russian modding fame, has graciously allowed me to use his new ship textures!
A total of SIX new ship textures are added, which then becomes a whopping 21 new ships, since the Black Pearl and Fearless are now converted to Lineship and Warship, respectively, and there are now two each per nation (one each for pirates), just like the other ships.
I rewrote the function that gives ships to shipwrights to take advantage of this. This also means that any new ships added will be available at shipwrights.

Now, what's complicated is this. 9.0 you can upgrade to directly from an 8.x install (you must reinitialize after installing and loading your save), but to use GreatZen's great new donate and transfer interfaces you must download 9.1 and install, and then START A NEW GAME.

Build v9.0/9.1
-------------
*** If you're patching to 9.0 from 8.x, you do not need to restart. But PLEASE REINITIALIZE. If you're willing to restart, download Patch 9.1! It adds some great features.***
Tweaks to various pirate ships, and new skins (see below)
Fearless is now "warship" and `non-quest` Black Pearl is now "lineship". Both have stats tweaked, are now Class 2. There are now two each per nation (one each for pirates).
NEW: SIX new ships! Textures by Morgan. Pirate Frigate and Corvette, two new Fearless skins, and one new Black Pearl skin (and one copy of that, recolored, by me).
I rewrote the function that gives ships to shipwrights to take advantage of this. This also means that any new ships added will be available at shipwrights.
NEW: GreatZen: Fast Travel to Loansharks and QC Port.
Forts now vulnerable, and have crew based on town troops, which is now also based on difficulty.
Fix for officers not being payed correctly on dividing the plunder.
Yet another fix for enemies that don't draw their swords.
Tweak to piercing calcs, so that if blocker's skill is higher it makes a difference.
Fix for Minimum Crew Enforced (finally).
Sell All split into two buttons, sell all, Autobuy ammo/repair/food/rum. File name.c changed to NK.c and now has defines for default ammo/repair/food/rum goods. The ammo is this many shots per gun, the sailcloth/planks is this many units per Hull HP of ship, and the wheat and rum are this many days at full rations (i.e. double this for rum at normal rations).
Dialog heads fixed by Boocha
Arcade Mode tweaked. Now speed is normal, turnrate is doubled, and cannon reload time is halved.
Speed backwinded is increased.
Artois, Nigel, and Lucas set to slot 3 instead of any slot, to avoid problems if you already have officers.
Fixed problem with releasing/executing `non-removable` characters
Fixed "Moses" typo.
Donate wealth to crew removed, since GreatZen made a much better interface.
Fixed "Hoist pirate flag in battle"
Added Portugal as a nation you can serve.
NEW: Sailor Al: added questrecords to Thomas O'Reily's cargo delivery.
========
Patches:
**v9.1**
NEW: GreatZen: donate money to crew and transfer interface, both available from the Select (F2) menu. THIS REQUIRES A RESTART AFTER INSTALLING
 
It turns out I forgot to uncomment the one little piece of code that updates towns on reinit. (I leave it commented for myself, so reiniting doesn't reset towns). That screwed up `crew-available` calcs.

Please, all who have already downloaded v9.0 or v9.1: download this file and place it in your PROGRAM folder (overwrite).
(you can also redownload the full build if you want, they've been updated).
 
--- NOTE ---
European patch is still required.
All else that is necessary is moving the files out of their localized directory; if you've already done that, just start playing right after installing the build!


Build v10.0
-------------
*** YOU MUST RESTART ***
ALL SCALARS MOVED TO NK.C! THEY ARE NO LONGER IN GLOBALS.C!
Now you get dead officers' swords and pistols again. Got changed for some reason on last build.
Per Boocha, Bosun Sounds distances tweaked.
Transfer Interface fixed
Random Encounters disabled when following gold convoy in Larrouse / Mines quest.
Crew who stay after dividing the plunder based on crew share ratio as well as leadership, per Boocha
Isenbrandt Jurcksen will only let you join if you are somewhat famous (you can always switch flag to the Jolly Roger by talking to an officer, though). He will also be kinder (for Jurcksen...) if you are already a pirate.
Now, when you leave the service of a nation / become hostile to a nation, your reputation is checked; if above a minimum, and you were in the service of that nation, your old rank is recorded and you can resume your career after buying amnesty and a LoM. If it's below the minimum, or if you attack a friendly ship with no warning / hoist the Jolly Roger near a friendly ship, land given to you by that country is confiscated and that country's soldiers will attack you. In addition, on leaving service, if your flag is that nation's, a new flag is chosen (the flag of the nation with whom you have the best relations; or, if you have wary or worse relations with every nation, pirate colors).
Mast bug with bought ships fixed.
Hire crew bug fixed by ALexusB (with thanks to Gray Angel)
`Pre-Req` for Ships v2.0: Ship calls are now based on ID, not index. In the process, ship assignment for coast guard officers is redone to use Pirate Hunting Quest ship assignment code. Same for trade escort ships.
Added Potion use on press of C key by ALexusB
Changed random items code to use all `non-quest` items (now supports any and all added items).
Changed Itemtraders code again, now supports any and all added items
Added questtext for Patric Cardone quest, by Sailor Al
Reinit now only logs when called by user
NEW: GreatZen/NK - Items. Adds new items, many items now affect skills; added support for armor and three armor types.
Item prices for blades/guns changed again.
Changed schooners' mainmast to use sloop's mast.
Changed time greetings to be `time-based`
NEW: NK/Sailor Al: Added marriage!
NEW: CouchCaptainCharles's Vice City Mod!
ALexusB: Cannon reloading v2
ALexusB: Islands now appear again during encounters
ALexusB: Improved AI for land battles
ALexusB: Improved ammo choosing AI (tweak and Buildizing by me)
Generated Trade Missions will now no longer assign consumables as goods
Morgan: Musket Volley perk now actually works
Rumor system redone so that quest rumors can be turned on and off at the appropriate times, and, if one is available, it may override the normal rumor selection process.
Added laying up of ships.
Tuned down crew damage from cannonfire
Made mast damage take ship size into account
Fixed bug in Min Crew on transfers
Added laying up of ships--talk to an officer. Only one supported at the moment; and PLEASE only do this on land...
Food and Rum tracking can now be toggled, but you only get 75% of your salary/share if it's /ever/ off during your voyage (or during the month, if in salary mode).
Random turning from storms reduced.
NEW: Kieron Merrett: Corrections v1.0. Includes European fonts, a number of words that should have accents are corrected, and sets the date to 1690 with appropriate flags.

ALL SCALARS MOVED TO NK.C! THEY ARE NO LONGER IN GLOBALS.C!
Note: Pirate Corvette skin is by Akella, not Morgan; the rest are indeed by Morgan. my apologies for the mixup.
 
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