• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3.4 Release

@ANSEL the new zip in the first post has this included now. If you have the perk the gambler will have 5 (!!!) times as much money as normal let me know if this unbalances things.

Also removed some rumours and fixed somes which where still using old names and added a few to give attention to new locations.
 
I really like the new merchant crews when boarding (no longer military). Thanks for that, one more thing we might consider in boarding might be the captain on national warships in a national uniform of appropriate rank to his the ship and a corresponding ransom value. Just a thought, maybe for the future.
 
ZIP file in opening post now updated with... more stuff:
- @Levis' fixes
- No saving on ship deck
- Support for saving being disabled in quest scenes
- Missing head files added
- Adjusted model assignments for navy captains

- Disable saving on deck
- See if I can add fantoms to save data and else disable saving in cartenga fort
I did the first earlier today and put in some code that can be used for the second.

I really like the new merchant crews when boarding (no longer military). Thanks for that, one more thing we might consider in boarding might be the captain on national warships in a national uniform of appropriate rank to his the ship and a corresponding ransom value. Just a thought, maybe for the future.
Thought you might like it! Glad to hear that it worked. :cheeky

Prisoner ransom cost already depends on the tier of ship that the enemy captain used to command.
Made some changes in the opening post ZIP file to make this work. Note that the earlier time periods do not have the uniformed navy officers yet.
Also, the game code has no clue about ranks so it might be possible to get an admiral in command of a sloop for now.... :wp

I also noticed that a whole bunch of models were in use as general navy captain models that really were far too piratey.
So I reassigned a lot of models. This particular change takes effect on starting a new game only.
It may cause much less variety in navy ship captain models, but at least the models used will make more sense.
 
So you also fixed killed characters etc being saved? Good job!
Nope, I just put in support for saving being disabled in quest scenes.
I said I did *some code that can be used*; didn't say I made an awesome fix. ;)
 
Also removed some rumours and fixed somes which where still using old names and added a few to give attention to new locations.
Just to let you know that we should ideally use stuff like #sisland_Turks# in the rumour_strings.txt file in case towns and islands have different names in different time periods.
That should also auto-update if the player captures a colony and renames it.
 
Just to let you know that we should ideally use stuff like #sisland_Turks# in the rumour_strings.txt file in case towns and islands have different names in different time periods.
That should also auto-update if the player captures a colony and renames it.
Yeah saw I forgot that. If you haven't done it yet I will do it later.
 
Included fixes for questbook in the zip and a modification to the smuggler dialog.
 
I'll give it a try.
Things to check:
. Appearance of Female Characters and Officers - as this is one I asked about, I'll look into this.
It's difficult to know which female officers are being generated by "Female Officer Percentage" and which ones would have appeared anyway. They're still rare in taverns but I met two in the last play session. One was a "Taegan in a vest" variant, sitting near the door; talking to her resulted in "Wait a minute while I adjust my collar", which is also an outdoor citizen's second line if he or she is asking to be recruited. (The citizen's first line is "Not often do I encounter such a respectable person. You must be a captain". The officer in the tavern skipped that bit.) The other female officer was the one with brown skin and a flower in her hair, whose recruitment dialogue was the normal one for a tavern officer; she was sitting in the same seat normally occupied by male officers. There was one other female character, a "Catalina" variant, who wanted to trade in contraband.
. Side quests in Horatio Nelson Free Play - guess which storyline I'm going to be using this time instead of "Brave Black Flag". :D
So far I've been to Cayman, where the two usual side quests are indeed open to Nelson. I've to find Governor Shaw's daughter, and I've to rescue Bartolomeu o Portugues' crew. The latter is going to be reported as a bug...
 
So... Tomorrow I am going to test some new fixes added to the game... I will test the fort soldiers not wearing normal clothes... and the smuggling... Is there something more I can test? Now in my mind I have too many things to do that i would like to have a list of what I have to test and what fixes have been added recently. If @Levis or @Pieter Boelen could that for me, I will be very appreciated :) Also remind me what bugs I have been testing here on the forums please.
 
@Levis, do you have a full list? If not, I'll have to make one when I get back home after putting all latest fixes into my game again.

@HellSailor: Most important things are listed in the opening post, but that isn't entirely complete anymore.
 
Updated the zip in the first post again so you have all my recent stuff to @Pieter Boelen
Fetchquest does now have questbook entries again!

Let me see if I can make a complete list for you with everything which is in the zip now.
 
I think these are all the fixes I can find are now included:
Code:
- Cartagena Quest by @Bartolomeu o Portugues FINISHED! Would be good to have this tested before the public release. :woot
- Sailor crews on boardings restored for player and corrected for Forts/Towns (to be checked!)
- CRC check included in installer to ensure you MUST have the complete and uncorrupted Main Archive File to be able to install
- Some dialogs improved further by @Pillat and @Grey Roger
- Missing citizens restored to Havana and Santo Domingo by @Pillat (new game required if you want this change to take effect)
- Missing textures added for mules
- Fixed perks not being unlocked by Levis
- Some reputation gain added for common quests by Levis
- Tweaked pay for Escort Quest by Levis
- Changed some of the goods for the Fetch Quest by Levis
- Shop wont sell fetchquest stuff anymore by Levis
- Filter in perk interface now works correctly by Levis
- High stakes will also make sure gambler has more money by Levis
- Added some rumors about new stuff by Levis
- No saving on ship deck by Pieter Boelen
- Support for saving being disabled in quest scenes by Pieter Boelen
- Missing head files added by Pieter Boelen
- Adjusted model assignments for navy captains by Pieter Boelen
- Fix for salary screen showing up when playing with articles by Levis
- Added option to have multiple questbook entries for same quest by Levis
- All smuggle runs will stay in the questbook by Levis
- Fetchquest has questbook entries and all stay in questbook by Levis

Probably some of your fixes are missing in the list.
 
ZIP in opening post updated with latest fixes. No new game required, but recommend for some of the changes.

Biggest new thing is that the Abilities Interface shows ONLY those abilities for officers that are actually appropriate for their type!
Remember that you can swap type freely in the Passengers Interface.
 
ZIP in opening post updated again with:

- NEW GAME ENFORCED for the Abilities Changes
- Levis' latest fixes for perks
- Larger difference between Privateer and Navy Officer gameplay: Pick Navy Officer with the new player type "Commissioned"
- Weird Fast Travel in Port au Prince fix

This will be my last upload until Sunday or Monday.
I'll probably be around on the forum for a bit, but have no access to my game files until then.

@Levis, you would be most welcome to replace the file again when you fix anything else. :doff
 
Updated files in the first post to fix last perk issues.
Also added a new feature in the perks interface.
When you have a officer who contributes a certain perk it will show the checkmark at the perk, even if you don't have it yet. This should make it easier to decide which perks to chose.
 
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