Opening post EXE updated
NEW GAME ENFORCED again. Sorry guys, I had no choice.
Our To-Do list for Beta 4 has gotten decidedly smaller with this update!
Many loose ends have been tied up and a lot of recently found bugs have also immediately been dealt with.
There has even been some progress on an annoying long-standing one again!
Long story short: A lot has been done, but the Build Testing List | PiratesAhoy! is getting bigger and bigger.
So testing is more important than ever. I cannot say it often enough: Comment on EVERYTHING THERE THAT YOU POSSIBLY CAN!
We need any and all feedback so that we can find out which items have been dealt with properly and which ones still need further work.
And in case you DO want to know the full story, here are all the changes now included:
- NPC captain type determined through same function as player/companion captain type by @Levis
- Inactive officers gain more XP by @Levis
- Officer prices change as appropriate by @Levis
- Skills and perks should match up even if Auto Skill System is OFF by @Levis
- homelocation/alignment typo fixed by me
- Extra national skill bonuses added by @Levis
- Treat quest characters the same as regular characters, only auto-adjust their level by @Levis
- Smuggling enabled on Eleuthera and Turks by @Jack Rackham
- Turks has "smuggling nation PIRATE" in the Golden Age of Piracy, all other periods get smuggled goods as intended by me
- Reduced error.log entries upon saving by @Levis
- Remove contraband for smuggling nation Pirate and Personal by me
- Update island smuggling state after any town has been captured by me (TODO @Levis?: Set smuggling nation to Personal once ALL towns on an island have been captured)
- Opium can be used by @Levis
- Chance at smuggling coastguard ships reduced by @Levis
- Claire Larrousse sidequest further fixed by @pedrwyth
- Enlisting of random characters fixed by me
- Governor Ship Hunting Enemy, Convoy Quest Enemy and "Crewmembers on Shore" Ship Enemy do NOT trigger relation changes by me
- Letter of Marque cost now depends on relations to that nation by me
- Governor Ship Hunting quests give you relation points that decrease the LoM price
- Animists sidequest error log entry fixed by me
- Smuggler Agent "paying for relation" closes the dialog and therefore updates correctly by me
- Possible to wait in the tavern for specific number of hours by @Levis (for free by me)
- Thomas O'Reilly provides quests regardless of nation relations by Levis
- Spelling in many dialogs improved by @jack sparring and me
- Possible error log when killing Indians fixed by me
- Blocking code fixed by @Levis
- Land Crewmembers mod is automatically disabled when your last crewmember dies by me
- Post Init of characters stopped when exiting location to improve performance and prevent error logs by @Levis
- Hispaniola labyrinth reload fixed by me
- Possibility added to cancel smuggling runs by @Levis
- Return of officer after investigating smuggling time fixed by me and @Talisman
- Tavern keeper joins in the drinking code moved to general quest file by me
- "Relations Tutorial" questbook entry gets closed instead of deleted by me
- Getting stuck while reloading from Sea to Shore fixed by me (hopefully for good this time!)
- Additional paint scheme for the Polacca added by @Hylie Pistof
- Cannot repaint regular Caravel into cursed version by me
- Bartolomeu storyline sitting situation fixed by @Jack Rackham
- Many quest companion characters locked by me
- Appearance of "John Smith" at night in Jack Sparrow storyline fixed by me
- Jack Sparrow storyline requirements on "EITC_Passport" loosened and corrected by me (prevents BAD Davy Jones error)
- Jack Sparrow animists sidequest code simplified and corrected by me
- Jack Sparrow storyline appearance of Mr. Gibbs on Guadeloupe shore made more reliable by me
- Jack Sparrow storyline Turks situation fixed by @Jack Rackham
- Woodes Rogers updates by @Jack Rackham
NEW GAME ENFORCED again. Sorry guys, I had no choice.
Our To-Do list for Beta 4 has gotten decidedly smaller with this update!
Many loose ends have been tied up and a lot of recently found bugs have also immediately been dealt with.
There has even been some progress on an annoying long-standing one again!
Long story short: A lot has been done, but the Build Testing List | PiratesAhoy! is getting bigger and bigger.
So testing is more important than ever. I cannot say it often enough: Comment on EVERYTHING THERE THAT YOU POSSIBLY CAN!
We need any and all feedback so that we can find out which items have been dealt with properly and which ones still need further work.
And in case you DO want to know the full story, here are all the changes now included:
- NPC captain type determined through same function as player/companion captain type by @Levis
- Inactive officers gain more XP by @Levis
- Officer prices change as appropriate by @Levis
- Skills and perks should match up even if Auto Skill System is OFF by @Levis
- homelocation/alignment typo fixed by me
- Extra national skill bonuses added by @Levis
- Treat quest characters the same as regular characters, only auto-adjust their level by @Levis
- Smuggling enabled on Eleuthera and Turks by @Jack Rackham
- Turks has "smuggling nation PIRATE" in the Golden Age of Piracy, all other periods get smuggled goods as intended by me
- Reduced error.log entries upon saving by @Levis
- Remove contraband for smuggling nation Pirate and Personal by me
- Update island smuggling state after any town has been captured by me (TODO @Levis?: Set smuggling nation to Personal once ALL towns on an island have been captured)
- Opium can be used by @Levis
- Chance at smuggling coastguard ships reduced by @Levis
- Claire Larrousse sidequest further fixed by @pedrwyth
- Enlisting of random characters fixed by me
- Governor Ship Hunting Enemy, Convoy Quest Enemy and "Crewmembers on Shore" Ship Enemy do NOT trigger relation changes by me
- Letter of Marque cost now depends on relations to that nation by me
- Governor Ship Hunting quests give you relation points that decrease the LoM price
- Animists sidequest error log entry fixed by me
- Smuggler Agent "paying for relation" closes the dialog and therefore updates correctly by me
- Possible to wait in the tavern for specific number of hours by @Levis (for free by me)
- Thomas O'Reilly provides quests regardless of nation relations by Levis
- Spelling in many dialogs improved by @jack sparring and me
- Possible error log when killing Indians fixed by me
- Blocking code fixed by @Levis
- Land Crewmembers mod is automatically disabled when your last crewmember dies by me
- Post Init of characters stopped when exiting location to improve performance and prevent error logs by @Levis
- Hispaniola labyrinth reload fixed by me
- Possibility added to cancel smuggling runs by @Levis
- Return of officer after investigating smuggling time fixed by me and @Talisman
- Tavern keeper joins in the drinking code moved to general quest file by me
- "Relations Tutorial" questbook entry gets closed instead of deleted by me
- Getting stuck while reloading from Sea to Shore fixed by me (hopefully for good this time!)
- Additional paint scheme for the Polacca added by @Hylie Pistof
- Cannot repaint regular Caravel into cursed version by me
- Bartolomeu storyline sitting situation fixed by @Jack Rackham
- Many quest companion characters locked by me
- Appearance of "John Smith" at night in Jack Sparrow storyline fixed by me
- Jack Sparrow storyline requirements on "EITC_Passport" loosened and corrected by me (prevents BAD Davy Jones error)
- Jack Sparrow animists sidequest code simplified and corrected by me
- Jack Sparrow storyline appearance of Mr. Gibbs on Guadeloupe shore made more reliable by me
- Jack Sparrow storyline Turks situation fixed by @Jack Rackham
- Woodes Rogers updates by @Jack Rackham