So i think i did something like this in previous testings, and the main purpose is to get that view from the outside (i've not been involved in the Build Mod for a long while, but know it pretty well (as in where and why it started etc)), and have a place for me to throw down things i'm noticing and possible suggestions to perhaps improve some things?
Many of the things i list may already be in the bug tracker, this is just a catch-all list of stuff to help me (mostly) get a feel of where we are at in this build.
Anyway i've only had this latest build for a few hours play-testing so far and these are my current findings:
Bug/Issue:
1. The playership icon in the 'Ships' tab sometimes does not display (currently the Heavy Lugger is a greyish blank tile for me). XP as OS only issue
2. (in Speightstown) The Officers for hire at the upstairs table often sit sideways and thus clip half-way through the table. I think this is related to them sometimes also now appearing on that table downstairs nearest the stairs in the tavern which has a different orientation. Fixed in latest patch
3. Had one corrupt save creation issue, i think that was because i tried to delete my latest save 'before' creating the new one. I think this is an old issue we have had before and not sure how to fix that? old issue due to deleting you last latest save before making the newest one.
4. In the new free play mode, it would be nice to have all the characters names displayed somewhere in their description text perhaps (maybe as a bold/underlined title to the text)? As it is if you are not familiar with their historical outline it is impossible to know exactly whom it is you might be picking before you do so. potential fix underway
5. In the upgrade path for 'Abilities' it is sometimes hard to tell what the pre-requisite skills are due to the large padlock symbol over them. That symbol could maybe made smaller, or those skills mentioned in the text for the specific ability you are looking at that has those pre-requisites? Affected: All trade upgrades, Advanced smuggling, Musket vollay, Master of boarding. potential fix underway
6. In direct sail from Barbados to Martinique, the land for Barbados is still clearly visable when you get the land ho! loading screen to load in Martinique. They seems a bit close to one another in the direct sail mode? I know all the map has changed, but i seem to remeber we had it work a little more smoothly on the transitions between islands, so it seems the distances have been shortened perhaps? This is adjusted in internalsettings.h file
7. Confirmed that active Officers are not getting XP, and in general some balance may need to be applied to XP as in my trip to Jamaica and back my char has got to level 8 and skill of 5 in sailing just from the journey! My active Navigator recieved zero XP (his skill % is the same as when i hired him) for sailing. fix available, balance needs looking at perhaps
8. Ability ''cooking lessons': This Officer won't contribute this perk to the ship. Your food consumption per day will be reduced with 10%
Should this be: This Officer won't contribute this perk to the ship, so their food consumption per day will be reduced by 10%?
A few abilities are phrased like this (in that the Officer won't contribute to the ship) but then it is sometimes not clear how it will be applied?
9. in the passenger list for officers, when you want to change an officers role, you don't have the 'master at arms' rank, and using 'remove officer' from their role often creates a 'fighter'.
the list of roles to pick from the list are: First Mate, Navigator, Gunner, Boatswain, Surgeon, Carpenter, Quartermaster or Remove from post.
Is this a space issue on that screen tab? You can sort of muddle around it to get a 'Master at arms' but IF this is just a missplaced skill in that list it might be better to put it back in?
10. I'm going to look around for new graphics for the 'leather jerkin' and 'leather cuirass', just in case i can find and make something that looks more authentic for the period (no slight on whomever made those!). Also i think we should look at the reduction of damage caused by gun fire, it 'should' be much less imho, as pretty much gunpowder weapons made armour obselete, even old early guns and pistols!
11. When in a tarvern you sometimes get to meet a ship captain that wants to dual you at sea for wanting his table.......did this happen? Feels a bit like the old western shoot-out thing (which historically never really happened, Hollywood made it up!), so i was wondering if maybe we could have a better 'reason' for these duals at sea, something much more serious, revenge for a loved one killed by the player at some point or some such? Just thinking out loud on this one
12. on my successful game that did not CTD during sailing, i did see that old graphical glitch thing, you know the 'spider-web' on screen stuff that seems (iirc) to be related to flags or lost masts (having been shot off) or something, so we never got a fix for that one (that was around for a while, build 13 onwards perhaps...iirc)? I took some screenshots that i can fix up to post if need be, but i'm sure folk here will know what i'm talking about.
Many of the things i list may already be in the bug tracker, this is just a catch-all list of stuff to help me (mostly) get a feel of where we are at in this build.
Anyway i've only had this latest build for a few hours play-testing so far and these are my current findings:
Bug/Issue:
1. The playership icon in the 'Ships' tab sometimes does not display (currently the Heavy Lugger is a greyish blank tile for me). XP as OS only issue
2. (in Speightstown) The Officers for hire at the upstairs table often sit sideways and thus clip half-way through the table. I think this is related to them sometimes also now appearing on that table downstairs nearest the stairs in the tavern which has a different orientation. Fixed in latest patch
3. Had one corrupt save creation issue, i think that was because i tried to delete my latest save 'before' creating the new one. I think this is an old issue we have had before and not sure how to fix that? old issue due to deleting you last latest save before making the newest one.
4. In the new free play mode, it would be nice to have all the characters names displayed somewhere in their description text perhaps (maybe as a bold/underlined title to the text)? As it is if you are not familiar with their historical outline it is impossible to know exactly whom it is you might be picking before you do so. potential fix underway
5. In the upgrade path for 'Abilities' it is sometimes hard to tell what the pre-requisite skills are due to the large padlock symbol over them. That symbol could maybe made smaller, or those skills mentioned in the text for the specific ability you are looking at that has those pre-requisites? Affected: All trade upgrades, Advanced smuggling, Musket vollay, Master of boarding. potential fix underway
6. In direct sail from Barbados to Martinique, the land for Barbados is still clearly visable when you get the land ho! loading screen to load in Martinique. They seems a bit close to one another in the direct sail mode? I know all the map has changed, but i seem to remeber we had it work a little more smoothly on the transitions between islands, so it seems the distances have been shortened perhaps? This is adjusted in internalsettings.h file
7. Confirmed that active Officers are not getting XP, and in general some balance may need to be applied to XP as in my trip to Jamaica and back my char has got to level 8 and skill of 5 in sailing just from the journey! My active Navigator recieved zero XP (his skill % is the same as when i hired him) for sailing. fix available, balance needs looking at perhaps
8. Ability ''cooking lessons': This Officer won't contribute this perk to the ship. Your food consumption per day will be reduced with 10%
Should this be: This Officer won't contribute this perk to the ship, so their food consumption per day will be reduced by 10%?
A few abilities are phrased like this (in that the Officer won't contribute to the ship) but then it is sometimes not clear how it will be applied?
9. in the passenger list for officers, when you want to change an officers role, you don't have the 'master at arms' rank, and using 'remove officer' from their role often creates a 'fighter'.
the list of roles to pick from the list are: First Mate, Navigator, Gunner, Boatswain, Surgeon, Carpenter, Quartermaster or Remove from post.
Is this a space issue on that screen tab? You can sort of muddle around it to get a 'Master at arms' but IF this is just a missplaced skill in that list it might be better to put it back in?
10. I'm going to look around for new graphics for the 'leather jerkin' and 'leather cuirass', just in case i can find and make something that looks more authentic for the period (no slight on whomever made those!). Also i think we should look at the reduction of damage caused by gun fire, it 'should' be much less imho, as pretty much gunpowder weapons made armour obselete, even old early guns and pistols!
11. When in a tarvern you sometimes get to meet a ship captain that wants to dual you at sea for wanting his table.......did this happen? Feels a bit like the old western shoot-out thing (which historically never really happened, Hollywood made it up!), so i was wondering if maybe we could have a better 'reason' for these duals at sea, something much more serious, revenge for a loved one killed by the player at some point or some such? Just thinking out loud on this one
12. on my successful game that did not CTD during sailing, i did see that old graphical glitch thing, you know the 'spider-web' on screen stuff that seems (iirc) to be related to flags or lost masts (having been shot off) or something, so we never got a fix for that one (that was around for a while, build 13 onwards perhaps...iirc)? I took some screenshots that i can fix up to post if need be, but i'm sure folk here will know what i'm talking about.
Last edited: