• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Mod Release Build 14 Gamma Version [Last update: 29th January 2026]

The next update is now available for download!
https://piratesahoy.bowengames.com/potc/Grey Roger/post_1Jan_updates_051125.zip

New to this one:
. Walk files for the various "Swedish East Indiaman" ship types, thanks to @Lord Horatio Nelson - when you take command of any of these fine ships, you'll now be able to see your crew on deck.
. More fixes to "Woodes Rogers" and "Gold Bug" from @Jack Rackham.
And the law of the sea has changed! Previously, you needed a Letter of Marque (LoM) to sink an enemy ship. If you were attacked, all you could do was try to run away because if you sank the attacker, you were the pirate. If you did have a LoM, you could legally sink, loot or capture an enemy by flying any non-pirate flag hostile to the target, even if you had no authority to fly that flag. This removes the anomaly whereby an enemy merchant ship can attack you, board you, you defeat the boarders and that makes you the pirate.

So, for example, playing "Tales of a Sea Hawk", you'd leave Barbados. On the way to Jamaica, you might be attacked by a French ship, and without a LoM, all you could legally do was try to escape. In Port Royale, Silehard gives you a British LoM. Returning to Barbados, you might find another French ship, which you could legally attack by flying any of British, Dutch or Portuguese flags, even though you had no Dutch or Portugese LoM.

Now, you can legally sink an enemy ship without having a LoM, but you are not allowed to capture or loot it - that's still piracy. You can board the ship, or defeat its attempt to board you, provided you then immediately abandon it. Make no attempt to enter the cargo hold or put an officer aboard to take command; if you do, you'll get a warning:
cargo_warning.jpg

Surrendered captains may also object if they think you're about to do something piratical:
you_are_pirates.jpg

But attacking an enemy ship, with or without a LoM, is only legal if you are flying your true colours. A true flag is any of:
. Your personal flag
. The flag of your served nation - by default, this is the nation you chose or were assigned by storyline when you started the game
. The flag of any nation from which you have a LoM or naval commission.

Overriding all this, if you're flying a pirate flag then it's a pirate attack, regardless of whether you have a LoM. But if the enemy is a pirate, any attack is legal regardless of your flag. This was the case under the old system and has not changed.

So, suppose you started "Tales of a Sea Hawk" as a Dutch character. Your served nation is Holland. After visiting Barbados and noticing the French attack, you head to Jamaica and are attacked by a French ship. Provided you're flying a Dutch flag (or your personal flag), you can legally sink it but you can't capture it or take its cargo. In Port Royale, Silehard gives you a British LoM, so your served nation is now Britain. On the way back to Barbados, you find another French ship, which you can legally attack, but only by flying a British flag. You have no Dutch LoM so you no longer have the right to fly a Dutch flag, and you never had a right to fly a Portuguese flag. If you then go to Kralendjk and buy a Dutch LoM, your served nation becomes Personal and you can legally attack French or Spanish ships while flying a British or Dutch flag - but you still have no right to a Portuguese flag.
 

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  • fixes.txt
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I'm trying to set up a new game but couldn't start it.
 

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  • error.log
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Oops! :oops: Forgot to add in the new version of "InternalSettings.h" which defines a new variable. Try this. If there are no other problems, I'll re-upload the whole lot today because there's now also a fix for a bug involving repainting ships in the shipyard.
 

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Except that I goofed and left out a file. So now it's:
https://piratesahoy.bowengames.com/potc/Grey Roger/post_1Jan_updates_071125.zip

As well as the missing file, this one includes a fix for a bug in the shipyard. Until now, although you could repaint your own ship, you couldn't repaint a companion ship. Or rather, you could, but your choice of repaints would be for your ship, not your companion. So, if you were sailing a battleship and you'd bought or captured a lugger, you could repaint the lugger, be shown the repaints for your battleship, and end up repainting the lugger into another battleship.

But @Mirsaneli has fixed the function which populates the list of ships to which you can repaint. So now, if you point at your companion ship and try to repaint it, you'll see the repaints for that ship, not yours.
 
Hi, I recently started a new game on a fresh install on the 071125 update and got the first corrupt save I've had in many years. It's no big deal since I save often but I thought I would upload the save just in case there may be something to fix.

I'd also like to mention I lost my F2 menu about an hour before the corrupted save but I was able to resolve it by loading an earlier gamesave.

Thank you for all the work you do to preserve this game and mod, I still enjoy it time and time again.
 

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This is worrying, @Jason reported exactly the same problem. I suggested a complete reinstall of the game starting with original CD's followed by the January 2022 installed and the current update, and as of 20th November that seems to be working.

To both of you - and anyone else who has the same problem - could you please:
. Start a new game
. Play until the F2 screen fails
. Quit at once, do not start PoTC again, and post "compile.log", "system.log" and "error.log" - I would like to see a log of a complete game up to the point at which the F2 screen gets stuck, which will be lost if you then run PoTC and the files start from that point.
 
This is worrying, @Jason reported exactly the same problem. I suggested a complete reinstall of the game starting with original CD's followed by the January 2022 installed and the current update, and as of 20th November that seems to be working.

To both of you - and anyone else who has the same problem - could you please:
. Start a new game
. Play until the F2 screen fails
. Quit at once, do not start PoTC again, and post "compile.log", "system.log" and "error.log" - I would like to see a log of a complete game up to the point at which the F2 screen gets stuck, which will be lost if you then run PoTC and the files start from that point.
Certainly. If it helps at all, when the F2 screen failed, I checked the controls and it seemed like "Open player status screen" was unbound. I was unable to bind it to anything either.
 
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Did "Open player status screen" have F2 assigned but greyed out and locked? Or did it not have anything at all?

For that matter, when you pressed F2, what happened? Nothing at all? Or did you get to the character menu and were then unable to go to any of the other menus? The latter is what happened to @Jason - the F2 character menu appeared but would then not lead to anywhere else, so that the ship, cargo, inventory etc. were unavailable.
 
Did "Open player status screen" have F2 assigned but greyed out and locked? Or did it not have anything at all?

For that matter, when you pressed F2, what happened? Nothing at all? Or did you get to the character menu and were then unable to go to any of the other menus? The latter is what happened to @Jason - the F2 character menu appeared but would then not lead to anywhere else, so that the ship, cargo, inventory etc. were unavailable.
"Open player status screen" had nothing assigned. When F2 was pressed nothing would happen.

Come to think of it, at the beginning of that save I tried out the Universal Controller Support found in the New Horizons Beyond forum out of curiosity and it work well but I decided keyboard is still a lot easier to use and quickly removed it from game files. Though F2 was working after removal that may have had something to do with it.

I have since then reinstalled and started a new save and no hiccups so far.
 
"Open player status screen" had nothing assigned. When F2 was pressed nothing would happen.
That might be because, according to "Controls_Layout.jpg", "Logo" translates to "Character Sheet". The F2 key is therefore presumably replaced by something on the controller.

There should also have been a backup of your "options" file, "options.backup". More generally, sometimes the "options" file becomes corrupted, so if weird things start going wrong, delete "options". Next time you start the game, a new "options" file will be created. If you changed anything in the "Options" menu on the F1 main screen, you'll need to do it again.

Personally, long ago I set up everything in the menu the way I wanted it, then made a copy of "options". Every so often as a basic precaution, I delete "options", make a copy of "options - copy" which becomes "options - copy - copy", and rename that back to "options". That puts it back to a known clean file with all my preferences.
 
Hello everyone. First of all, I want to wish everyone a Happy New Year! I wish you creative success and happiness! I'm tormented by the question: is Beyond New Horizons a continuation of the Build mod New Horizons? Or is it a completely different game? I just don't understand, if BNH is a continuation, then why are NH being updated? :) Thank you!!!
 
Hello everyone. First of all, I want to wish everyone a Happy New Year! I wish you creative success and happiness! I'm tormented by the question: is Beyond New Horizons a continuation of the Build mod New Horizons? Or is it a completely different game? I just don't understand, if BNH is a continuation, then why are NH being updated? :) Thank you!!!
Both. BNH is a new game in that it has a new engine so a lot of things needed to be modified to work with that engine. It is a continuation in that it has the same storylines and ship, character, weapon and location models as NH.

As to why NH is being updated: because I'm the one doing the updates and haven't got the new engine working (yet). Indeed, maintaining updates and fixing bugs takes up so much of my gaming time that I don't have time to try installing a whole new version! Also, some people who already have NH prefer to stick with what they know and what they already have working.

All of which reminds me, it's about time for another update, the first of 2026. Anyone with anything to go into the update, please upload it. That includes but is certainly not limited to @Jack Rackham, @AkrimalS and @Bartolomeu o Portugues.
 
What is it?

Walk patch for the marooned island shipwreck.
Walk stairs animation added for this too.
Walk stairs animation added for the sfsideck (Sparrow storyline)
Better transition between Vane's church and the blue cavern. (rocks outside)

I was lucky when adding the default animations for stairs (up/down). The animation matched
exactly the 0.5 sec/step I have used.
 

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  • JRH fixes jan 2026.7z
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Both. BNH is a new game in that it has a new engine so a lot of things needed to be modified to work with that engine. It is a continuation in that it has the same storylines and ship, character, weapon and location models as NH.

As to why NH is being updated: because I'm the one doing the updates and haven't got the new engine working (yet). Indeed, maintaining updates and fixing bugs takes up so much of my gaming time that I don't have time to try installing a whole new version! Also, some people who already have NH prefer to stick with what they know and what they already have working.

All of which reminds me, it's about time for another update, the first of 2026. Anyone with anything to go into the update, please upload it. That includes but is certainly not limited to @Jack Rackham, @AkrimalS and @Bartolomeu o Portugues.
I see, thank you. I also wanted to offer my help as a translator of the game text. If this is needed, where can I start or continue? Thank you!I also noticed that the downloaded game archive doesn't need to be installed anywhere; it's already a complete game. Is this true? Or do I need to copy it into the original POTc game folder?
 
NH is a mod for the original 2003 game "Pirates of the Caribbean". You will need to find that before you can play Build 14. After that, follow the instructions in post #1 of this thread.

BNH is completely standalone. You can download and install that without needing any other game.

There are several translations in progress:
Russian: Need Help - Updating the Russian Translation
Spanish: WIP - Spanish translation
Portuguese: PTBR Translation

There are also French and Polish translations which as far as I know are currently not being worked on.

Look in "PROGRAM\DIALOGS" and "RESOURCE\INI\TEXTS", where you'll find subfolders of the various languages. Also look in storyline specific folders such as "PROGRAM\Storyline\standard\DIALOGS" and "RESOURCE\INI\TEXTS\<language name>\Storyline\standard". Those are the folders for the "standard" storyline, alias "Tales of a Sea Hawk", which is the modded version of the story from the original game.
 
What is it?

Walk patch for the marooned island shipwreck.
Walk stairs animation added for this too.
Walk stairs animation added for the sfsideck (Sparrow storyline)
Better transition between Vane's church and the blue cavern. (rocks outside)
Got it - thanks! :cheers
 
Why not just use the base models and give the characters armour? For example, don't use "Edmundo_A1.gm"; use "Edmundo.gm", give him a "commonarmor" (Battle Cuirass) and equip it, then let the usual system for displaying armour take care of the character model. They should then get their normal unarmoured portraits in all sizes.

(Of course, if you're using story-specific models from "Assassin" and "Ardent", you won't mind us using story-specific models from "Woodes Rogers" or "Goldbug" if we want. ;))
 
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