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Quest broken?

SeaMonkey

Landlubber
I'm trying to do the main quest and was tasked with bringing back Rhaul Rhiems (or however you spell his name). I go to Tortuga and talk to a guard and he tells me that I should talk to the owner of the inn. I've talked to everyone in the town about 10 times and not a single person in the tavern or out of it will tell me anything about him. Whats the deal? I am using build 13 update 3
 
Tortuga? Try Quebradas Costillas instead. The main quest does not take place on any of the new islands added in Build 13.
 
Huh, well thats where the lady was. I figured that was the mentioned "pirate island" I was to go to. Interesting that a guard in Tortuga knew of who I was trying to find though. Thanks for the help Pieter.
 
What lady?
The reason the Tortuga soldier knew who you are looking for is probably because he has a "Quebradas Costillas" dialog set for him because nobody made a Tortuga-specific dialog file yet.
 
SeaMonkey specifically refers to Tortuga as the island he was on, not Quebradas Costillas. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Suppose so. Especially if it is being referred to as "pirate island". Because true: Tortuga IS a pirate island. The MAIN one even. It's just ignored by the main quest, just like all other new islands. I am thinking perhaps with the addition of the new islands, we should move some parts of the current main quest to different islands, just to give those locations more of a purpose and to have the player visit some new places and see new things in the meantime.
 
We are modifying the old main quest to be a prequel to the film quests, remember? We don't want to lose that either. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Something I've noticed as I've been playing this that the quest dialogs are really quite vauge. Referring to places without giving island or town names. One of them being to go to the pirate lord at the "pirate hideout" as if there was just one pirate hideout. Only reason I knew where to go is because I found the walkthrough and have been using it to guide me to what islands these NPC's are attempting to tell me to go to. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
the trick is to know the original main quest. but this won't do now anymore, of course. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Quote from Pieter:
I am thinking perhaps with the addition of the new islands, we should move some parts of the current main quest to different islands, just to give those locations more of a purpose and to have the player visit some new places and see new things in the meantime.
end quote.

<!--quoteo(post=219545:date=Oct 30 2007, 01:40 PM:name=SeaMonkey)--><div class='quotetop'>QUOTE(SeaMonkey @ Oct 30 2007, 01:40 PM) [snapback]219545[/snapback]</div><div class='quotemain'><!--quotec-->Something I've noticed as I've been playing this that the quest dialogs are really quite vauge. Referring to places without giving island or town names. One of them being to go to the pirate lord at the "pirate hideout" as if there was just one pirate hideout. Only reason I knew where to go is because I found the walkthrough and have been using it to guide me to what islands these NPC's are attempting to tell me to go to. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

These are excellent points - I think we can incorporate them into the Sparrow Search de-bugging effort later, as we re-add the quests.
As well as improving the game (per SeaMonkey's post) and increasing the scope (per Pieter's post) it may also take a little of the tedium out of the testing for our heroic testing crew.

It would also serve as a check on these changes to ensure we haven't added further bugs.
 
Good point. Once we tested Build 13 Full and Build 13 + Update 3, we will add all quest-stuff into the modpack. We can then go and fix the quests, move some parts to different islands, clean up the dialog and make it clearer as to what the player should do. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
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