I'll join this new beta6 thread <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

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@Pieter, ref blade damage - i'll need a little more time on beta6(did you change much for this over say beta4 or 5?) to give a more complete answer, but so far i think its been ok from the player perspective. I do get gradual blade damage, i once or twice had a blade brake on me which was ok. So from the player point of view it seems ok. But i do notice the poor AI guys blades brake pretty often, well lets say out of each individual encounter/fight, 1 in 13 will get a broken blade. It feels a little high? maybe its just because at lower levels they have really poor quality blades? but then i'm not sure if we(player+ai) are on the same rules for this?
I love the idea of getting 'fake' treasure maps. lol seems perfectly normal - it being luck based is also a good idea - at least the player can do something about it in the long run - the moral of the story is dont buy a treasure map from a stranger until you are wiser in the world <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

" border="0" alt="smile.gif" /> Is their no way to lock the player out from being able to get a new treasure map before completeing a current one, to avoid confusion?
<b>build: 12.1(full)+pre-build13(base)+beta6</b>
<b>Main bugs not seen:</b>
1. No Double char bug
2. No decimal money bug(so far)
3. Ammo mod related(officers use ammo+restock after visiting ship/buying shot works/no leftover gunpowder icon in presonal inventory-have yet to test boarding)
4. Escort Starvation bug
<b>Main bugs seen:</b>
1.Mass surrender bug?(to be confirmed)
2.Locked out bug(confirmed - TIH has fix!)
<b>Bugs/General issues etc:</b>
1. <b>(Issue?):</b> Not just this version but in a tavern with two floors(like in Oxbay) you can sometimes get 'interupted' into a conversation by an npc either on the floor above you or the floor below(if you are on the top floor) - seems a little weird, especialy as you cant see them!?
<i>UPDATE 1/11/06:</i> Ok this baby caused a major bug for me this morning. I was sitting downstairs in the Oxbay tavern playing dice, when the guy upstairs interupted me(i guess a guy downstairs could do it to?) - i told him to get lost and then i was stuck sitting down, no more dice dialogue possible - all i could do was reload to my last save. So imo this has become a bigger problem than first thought.
Suggest either as petros said to decrease the distance that you get engaged by an npc and see how it goes or maybe stop npc interuptions in taverns?(not so keen on this as it flatens part of 'realness').
2. <b>Suggest:</b> more appropriate 'abilities' for hireable officers e.g. a carpenter should have 'light repairs' over 'rush'(a combat skill) etc
3. <b>Bug?/sound:</b> Not a problem - i forgot to run 'english.bat' after installing betas, as soon as i did this all the npc/officer dialogues were back.
4. <b>game change?:</b> First time into the 'caverns' at the back of Oxbay i found skeletons instead of people - in some of the beta/pre beta versions CCC had access to his 'Maltese knights Abbey' mod through a magic blade in one of the cavern coridoors, and after you had visited that place all the encounters in the cavern became skeletons. Still other than that event, the rest of the time for me i only ever found real people. Luck? or has something changed here? I dont mind either way personaly, but thought it should be noted.
5. <b>Fixed bug/exploit?:</b> the player can not now board ships that have surrenderd to another ship or fort? Well i tried it once and couldnt seem to board - lost ALL my masts trying to board!! I had mentioned this exploit before, but wasn't sure it had been addressed? if its true then cool <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

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6. <b>Fixed bug:</b> Red Flag(I.a) is now neutral in regards to France <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

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<i>UPDATE 1/11/06:</i> - oh dear my playtest with TIH new locked out fix, where i was neutral(red flag) at game start. Well when i checked the relations screen france was 'hostile' towards my char AND 'hostile' towards my A.i flag! so thats weird? France was neutral to the red flag in yesterdays game? I'll look out for this some more.
7. <b>Oxbay Video:</b> We had been getting weird reports on the way the video had been activating, and i thought i'd found an example here:
First time i left Oxbay i sailed in 3D mode for about 15mins then went to mini-map sailing mode - i didnt get the video, but my quest book had been updated. It turns out pressing any key(i had been trying to turn northwards) when you switch into mini-map mode cancels the video playing. So people who may think they have not had the video play when it should, this might be why?
<b>UPDATE: 31/10/06</b>
8. <b>Graphics/Icon question:</b> The icon on my desktop for launching PotC has changed from the stock one(with black square background) to skull+cressed swords without a background? ........can i have the old one back, or atleast tell me how to put it back <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid="

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<i>UPDATE 1/11/06:</i> ok when i checked the new engine.exe for beta6(the skull+crossed swords,no background icon) it is 1,177KB(date modified: 19/06/2003). My origonal engine.exe(from my game cd, the skull with red eyes on a black square icon) is 1,184KB(date modified: 30/08/2003).
Why are they different sizes? and will it mess stuff up for the new betas if i switch for the origonal game launch icon?
9. <b>Suggestion/Idea:</b> when in your inventory screen(or any of the 'items/goods' selection screens) what defines the speed of the selection scroll? i'm thinking of trying to increase it a bit, for when you have lots of personal items on you. You dont want to make it too fast, and fiddly to control, but a slight increase might be nice?
10. <b>Suggets/Idea:</b> In the blacksmith shops is it possible to force the smith to always stand still and not move around? I end up have to chase him around his shop when i have more than a few blades for him to fix!
<i>UPDATE 1/11/06:</i> Hook came up with a solution for this.
11. <b>Question?:</b> I've been wondering about this for a while now(so not recent build specific), but does the sailing skill of your navigator actualy make anydiffence to your ships performance. I'll use an example from this morning:
My char has a sailing skill of 1 and no related abilities - my navigator has a skill of 3 and the 'increase speed(+15%)' ability. I forgot to select the navigator in my party officer list and was getting between 9.8 - 9.9 knots in a given weather condition in the 3D sailing mode. I then swaped one of my officers to put the navigator in my active party and saw no difference at all?? I've noticed this before and wondered if their skills are actualy effecting anything?? Cannons i have noticed a difference in performance?
12. <b>Bug?/gameplay/balance:</b> I've mentioned this before - Forts firing at objects not on your 'radar'. This was something introduced in one of the mods(i havent been able to find out which one). What troubles me about it is the fort will often fire at mountains because their target, which can be over 2000 yards away, is behind them. The radar range seems to be around 1500yards(?) And these are my issues with it:
a) could a forts cannon fire over 1500 yards, accurately to make it a worthwhile exercise?
b) does it waste ammo that belongs to the fort?
c) it looks dumb when they continue to shoot into mountain sides.
d) its odd when a ship 2000 yards away you cant see surrenders to the fort next to you?
Suggest reducing the range within which a fort will consider a target worth fireing on?
<b>UPDATE: 31/10/06 PM</b> - Happy Halloween!
13. <b>Thought/idea(probaly a bad one the more i think on it!):</b> When you are given the quest to re-infiltrate Oxbay(still under france), what about giving each french soldier a chance to recognise you and attack? As you had previously taken the drunk french officer out the town, and either let him go or killed him, you would probably be known of?
14. <b>Bug/Interface/Quest?:</b> had a weird thing happen, first time i met Daniella in the tavern in Redmond she called me 'will'(as in will turner) even though i had changed my chars name at game start. When i checked in the character screens, my name and all my officer names had been re-set to their default names? I was called will turner as that was the char model i started with, then changed to the Will_2 one("dark clothes,hat suitable for an adventurer"). Weird. First time i've seen this.
15. <b>(minor)Dialogue error?:</b> After speaking to Daniella an Officer comes in to arrest you(Owen Minter) part of his dialogue is odd: "Thats none of your business, swine! Do not argue with <b>the</b> Officer!" - unless he is a little eccentric and speaks of himself in the third person(kinda like the royal "we")? I think 'the' should be changed to 'an' ?
16. <b>(minor)Bug/Quest book entry:</b> After you get put in jail your quest book entry is "The soldiers put me in jail. <b>I dont know where my weapon is</b>......" etc that part doesnt make sense as you can see you weapon on your hip and you still have all your inventory items on you. Suggest changing that text to something like: "behind the walls of this prison my weapons are useless"?
<b>UPDATE 1/11/06:</b>
17. <b>(minor/non-issue):</b> Noticed when you hire the 'origonal view' beatrice model as an Officer she doesnt have ammo on her - but her more clothed version does? random chosen or something not right here?
18. <b>Thoughts/Idea/undead:</b> I've been thinking that the random encounters of the undead at night time locations could do with something to make them much more worrying opponents than they are. In fact at the momment in the game they are the least worrying encounters to have! It should be the complete opposite! they are the walking(crouching in the monkeys case) dead!!
On that line of thought i suggest making them much tougher to fight(more hp?), maybe increase the chance of poisoning(BUT that will need the poisoning effect reduced - at present when posioned you loose alot of hp in short periods of time - so maybe make it act slower, to give the player a chance to get somewhere to cure themselves?), and combine that with making there encounter chance much lower.
At the moment it feels like its a 50% chance of either normal bandits or the undead at night? that could do with being more like a 10% chance of the undead monky demons from hell meeting you in the dark jungle.
Yeah so we need to make them a more "S**t! its undead indians and their pet hell-monkeys again! - runaway!" experience for the player imho?