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Discussion in 'Build Testing List' started by Pieter Boelen, Apr 6, 2016.
For me it have worked well for a time now.
I know the system of it works; the main thing I wonder about is the balancing.
For a while now, I turned the difficulty of this way, way down as it used to be pretty much "instant death".
But is it now turned so far down that it becomes too easy?
Well, I didn't found any fight with guards difficult, I'll probably switch with a more hard level for I played in easy. I'll try different difficulty level to evaluate.
To clarify, I'm not referring to the regular "quest fights".
The Town Guards carry some really good equipment, so players may want to steal it from them.
This is meant to be possible, but sufficiently difficult and risky that you wouldn't want to do it in the early game.
With a fresh start, in free play (level 5, cutlas and breastplate), I'm beaten to death by the guards. First time I had some chance and could kill the two guarding the town gate, and be killed by reinforcement. On other attempts I cannot do it again and every time one of them shoot me with his musket it's death assured. I don't know how easy it will become later with a little more experience and equipement, but for me it seems fair at this point.
Thanks for the feedback, @Ventus!
Indeed when I did some tests with Charlestown yesterday, I for the impression it was quite hard enough like this already.
It is now notably toned down compared to the first version of the "difficult town guards".
So indeed that was probably not just "too hard", but basically INSANE MASSIVE OVERKILL!
I've been able to take out the town guards when they turned hostile, along with all the reinforcements. But then, I have high melee skill, gold armour and a good sword, and so do my officers. If that sort of force can't take them out then it's impossible.
But I'd hoped that the reward for defeating the entire local defence battalion was an officer's uniform. Instead I seem to get a basic soldier uniform. Officer uniforms are defined as type "Land_Officers" in "initModels.c". It's not that critical, at least for me, as I don't make a habit of attacking soldiers even in the hope of getting a uniform, but it would be nice.
Indeed if you are that far along in the game, indeed it should be possible.
As long as it isn't "a walk in the park" and is properly difficult before you get that far, it should be OK.
Based on your and @Ventus' feedback, I reckon it might be OK like this then.
I cannot remember the actual implementation in the code right now, but this is what I posted on the forum last time:
Included in Build - Looting Uniforms from Soldiers | Page 2 | PiratesAhoy!
According to that, it is indeed possible to get an officer uniform, but there is only a 20% chance of that.
That is easily tweaked though.
That's fair enough. Maybe change the percentage, but it means there's a chance and I just wasn't lucky enough this time, as opposed to officer uniforms not being available at all. If a storyline or quest requires you to specifically have an officer uniform, it can make its own arrangements.
As far as I'm concerned, that feature is yours and you can tweak it how you like it.
It might even be possible to give an officer uniform if you don't have one and only give a soldier one if you already have the officer one.
Would require a bit more fiddling with the code, but shouldn't be impossible.
You may want to double-check what is actually in the game code now though.
We went back-and-forth a fair bit, so I'm not 100% certain that what I posted on the forum was indeed the final implementation.
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