There was some confusion going on bteween "officers without a role" and "Master at Arms".
I think the "no role" option is no longer used and it defaults to "fighter" if you remove a character from their position.
Again, hopefully
@Levis can clarify.
Well using the 'remove from post' option can cycle between a number of other positions you are not able to select directly in the menu. 'Fighter' seems the most common, but you can also get 'Master at Arms' or 'Commrade at Arms', it seems a bit pot luck and seems to pick the title at least partially based on that characters stats?
So is there a hard limit on how many titles can be shown in that menu?
I rebalanced the guns a few years back to avoid the "one shot kill" problems, so it should make some measure of sense now.
But I didn't at all consider the effectiveness (or lack thereof) for armour. So is it that the guns are too strong or the armour too weak?
Gun damage is fine (as was the occasional one-shot if it happened (not seen so far in this current test)), it is more the protection that the game 'armours' give vs the gun damage. e.g.
Gorget = 5% (chance to stop) and 90% (damage taken if not stopped)
Leather Jerkin = 10% (chance to stop) and 80% (damge taken if not stopped)
Leather Cuirass= 15% (chance to stop) and 70% (damage taken if not stopped)
Plate brest plate (iirc the name) was also maybe too good at reducing gun fire?
For many of these armours the sword damage is reduced more or less the same as the gun damage. Just looking at the numbers in the text description it feels like we could maybe reduce the effectiveness vs gun a bit and increase the effectiveness vs sword damage, as the armours are expensive so need to keep that value.
I'm going to playtest with these kind of values for gun damage to see if it plays ok and will report back:
Gorget = 1% (chance to stop) and 100% (damage taken if not stopped)
Leather Jerkin = 3% (chance to stop) and 98% (damage taken if not stopped)
Leather Cuirass = 5% (chance to stop) and 90% (damage taken if not stopped)
Plate brest plate = 10% (chance to stop) and 80% (damage taken if not stopped)
And increase the effectiveness vs swords/blades a little to counter that. Physical armour was just not very effective vs even basic early gunpowder weapons, not at close quarters.
Are you using Crew Members on Shore? Those captains are part of that mod and that mod isn't very well-considered at the moment.
There is a feature request to improve on that here:
WIP - Improve the Crewmembers on Shore Mod | PiratesAhoy!
If they say that, they really DO appear as an enemy once you reload to 3D sailing mode. Should only happen when you got caught as being an enemy.
Is it a 'realism' section of the current Build 14 test (i ask as i have most of the realism settings on)? I have not added any mods on those base two files you gave to download for the testing.
But i do see a whole range of new and interesting npc's in taverns now, from the normal recruitable officers, to those selling goods, or wanting to chat (and maybe pick your pocket), or asking to be part of your normal crew, or just telling you to not bother them (because they are off duty soldiers, or just grumpy normal folk), or asking if you have come across any smuggled goods that might help the colony, or these occasional very angry captains that offer to dual you at sea if you want their table!
So they seem to be part of the normal variety of people at taverns now, no extra mod added as far as i can tell.
Well atleast it is not a constant bug, and it seemed that if i hit the 'o' key (letter not number) that normally toggles the graphic grid background thing, it seemed to get rid of it more quickly? I'd need to test that a bit more to be sure.