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Buccaneers! Screenshots and Videos

I really like the way it looks.

Not entirely sold on that 'ugh' sound though... :wp
 
Not entirely sold on that 'ugh' sound though... :wp
This was the result of us having to re-add the sound effects to the video manually, and our video editor accidentally used an old hurt sound that isn't actually used in the game.
But technically it was my fault for recording the raw footage without muting the background music, which made the audio unusable without obvious jumps in the music between cuts.

Lessons were learnt for next time! :oops:
 
As a wise man once said: "Stop blowing holes in my ship!" :whipa


Said holes and other scuffs are now displayed on your ship's hull and will persist between locations, so you'll need to head to a shipyard to restore your ship to its former glory.
You will be able to make some light repairs at sea, but will need to visit a shipyard for a full repair.

Also new in this video is our smaller shipyard, which can only service Light and Heavy Sloops. If you have a larger ship, you'll need to take it to a larger shipyard, which will be limited to a few big towns on the map.
Those towns will end up being priority targets for capturing if you want to expand your fleet and have plenty of places to repair it!
 
We have now added a "bounty board" to harbours, which acts as a hub for getting ship hunting quests. :checklist :pirate41:

[VR footage]

These quests can have specific conditions (sink, capture or either) and will have different scenarios, such as recapturing a ship from the enemy or sinking a blockade fleet.
The difficulty (and rewards) will also scale with your level, so a high-level player will come up against bigger ships in greater numbers.

However, some quests might be offered with a higher level requirement than yours, so players who want a challenge can test their mettle with the odds stacked against them. :guns:
 
Oooh; I like that!

Makes me curious what happens after turning yourself in.
Sounds like potentially a very interesting path to go down. :woot
 
Fort battles will be one of the biggest challenges in Buccaneers!, and here's a brief glimpse of how a battle might play out from sea to land:


To successfully capture a fort and its town, you will need to complete a multi-stage battle comprised of:
  1. A naval assault to neutralise the fort's gun batteries and any defending ships
  2. A land assault to fight through the town and its fort to defeat the defending garrison
This will require a strong ship with plenty of crew, and any casualties taken during the naval assault will mean you get fewer troops for the land assault.
If you have more than one ship, their combined crews will be pooled together to give you an advantage on land, so there are multiple ways to approach the battle.

We also plan to flip the roles and let you take part in the defence of a friendly fort, either from land or sea depending on the circumstances, but we'll show that off at a later date. ;)

Also new in this video: brighter muzzle flashes with a bloom effect, which looks much more impactful in evenings and night scenes. :pirate41:
 
We also plan to flip the roles and let you take part in the defence of a friendly fort, either from land or sea depending on the circumstances, but we'll show that off at a later date. ;)
Your description was beginning to sound quite familiar.
Until that right there.
Nice variation! :cheers
 
Your description was beginning to sound quite familiar.
It will indeed feel familiar to anyone who's played PotC. That system is a good basis to work from. :dance

That said, there are a couple of other changes we're experimenting with. We're thinking of making the land assault more interesting by having you secure specific areas of the town to force the enemy to retreat, eventually pushing them into the fort. At that point, you might need to force your way inside with explosives or some other means.

We'd also like to add sabotage missions that allow you to weaken specific parts of a fort's defences covertly, making a subsequent assault easier. :ninja
 
Sounds good!
Also makes sense to fight in the town first before the fort.
 
We've shown off the six playable ships in Buccaneers! plenty of times now, but we've put together a new video that gives a brief overview of each one's strengths and weaknesses:


These are very vague pros and cons, as we haven't finalised exact numbers to show yet, but it gives you an idea of the playstyles for which each ship is suitable.
(And yes, some of the points in the video can be applied to multiple ships; we wanted to avoid repetition. :wp)
 
Today we're unveiling the first details about faction-specific bonuses!
Each faction will have a unique buff in several categories, the first of which is a permanent ship upgrade, shown below:


Britain: Faster cannon reloads :pirate41:
British crews rely on superior gunnery to win an engagement, so they reload their cannons faster than any other faction.

France: Faster ships :sail
French ships are built with sleeker lines which allow them to sail and turn faster than other ships in their class.

Spain: Stronger hulls :pirateraft
Built for endurance to survive long engagements, Spanish ships have stronger hulls than other ships in their class.

Pirates: Higher crew capacity :pirates
To capture more ships, you need more crew, so the Pirates cram more crew into their ships to increase their reserves when boarding.

As each of these bonuses is applied directly to each faction's ships, any enemy ships you capture will retain their unique bonus, so you can build a fleet of specialised ships or just stick to your own faction's design if you prefer.
You will also be able to build on these bonuses with your own ship upgrades, which we'll talk about very soon...
 
The world map has now been improved with a new art style and interaction system, which makes using it a lot smoother. :keith
This video shows how you can pan and zoom the map in VR mode, and non-VR has a similar system for clicking and dragging or using a controller.


As part of this redesign, the map now zooms in on your ship's location when you start sailing, and the ship's line-of-sight is represented by a reveal effect around it.
Some map elements are now vector graphics, which means they look perfectly sharp regardless of how large or small their scale is. Think of this as a "2D model" instead of a pixel image.

This zoomed-in view also allows us to add random events along your journeys, such as encountering other ships. You are given some options of how to respond, which could lead to a text-based resolution or a full-blown battle.

Speaking of which, the reworked "Battle Plan" menu now shows you a success chance based on your fleet's strength versus the enemy's strength. This acts as a guideline to indicate how hard the battle will be, and in future you will be able to choose which of your ships will take part in the battle, which adjusts the success chance accordingly.

What do you think of this new design? :checklist
 
Very cool!
Looks like you're taking some inspiration from strategy games.
Line of sight reminds me of Age of Empires.
And that 'auto fight' interface from the Total War series?
 
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