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Build 13 Updates

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Like with any other major software release, the original Build 13 is not without it's flaws either. The code files are mostly correct, but there are still bugs in there. So that's why we'll be releasing updates for Build 13 every now and then. Updates posted in this thread will not contain unstable and/or dubious code. We'll start a new Alpha modpack for that kind of stuff.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Build 13 Update 1</b></i><!--sizec--></span><!--/sizec-->
The first Build 13 update is now available from my site. It contains the following improvements over Build 13:
- Silly typo in the key assignments text file is fixed. It said the O-key is for looting, but that has been changed to the T-key.
- Several fixes to locators and locations for the new islands by CouchcaptainCharles
- Returning from "devide the loot" to "paying salary" has been fixed by Jonathan Aldridge
- If you knock out a character, you don't get a reputation increase anymore when reawakening him/her
- Officers on companion ships don't disappear anymore when you sell the ship (Jonathan Aldridge)
- High level items now REALLY don't appear much anymore for low level characters (IncredibleHat)
- Can't use your fists on immortal characters anymore
- Treasure Galleon removed, because it was the same as the Royal Galleon
- Light Caravel added by Petros
- Spiegelretourschip (Amsterdam) added by Doober and Kazeite <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
- The "Hook & Hat" tavern sign was added for all English taverns by Black Bart and Gedscho
 
Excellent, this should be fun. Looking very forward to getting all of this added into the game, Pieter. **grins**

Again, well done to everyone!!

Cap'n Drow
 
Sweet, thanks Pieter, Enjoying this new build immensley <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Is it necessary to start new game? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Rad. I believe Pieter said (somewhere in these threads) a new game should be started.
 
Not sure if it's nescessary. I do recommend you do. If you try loading a savegame, press F11 after loading it.
 
<!--quoteo(post=173514:date=Nov 27 2006, 01:13 AM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Nov 27 2006, 01:13 AM) [snapback]173514[/snapback]</div><div class='quotemain'><!--quotec-->
Is it necessary to start new game? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Rad. The fixes to locations will take effect only after you start a new game. But you can play without them, only Cayman Kai will be closed then.
 
Haven't noticed any of the problems fixed by this update, but thanks for it anyway! Updates are always good... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
The new tavern signs are cool; hope to eventually see new signs for all the other countries. Would be neat to see named stores & shipyards too, instead of those generic ones. Just some suggestions...
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Build 13 Update 2 Released</b></i><!--sizec--></span><!--/sizec-->
Build 13 Update 2 is now available from my website. It contains a whole bunch of bugfixes that were previously only available in the Build 14 Alpha version. It also contains several gamebalancing changes from the Build 14 Alpha package. In general this update should make Build 13 work less buggy and better balanced.

<i><b>New toggles:</b></i>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define DECK_VIEW_ON_SEAENTER    0
    // Decide where camera should start upon entering a ship
    // 0: Stock PotC, external camera
    // 1: Camera on ship deck

#define SALARY_MULTIPLIER    1
    // Multiplier for Crew and Officer salary. 1 is Stock POTC. 4 and above makes a more interesting and challenging game.<!--c2--></div><!--ec2-->
<i><b>New fixes:</b></i>
- Shipberthing interface fixed by Jonathan Aldridge
- Many new island bugs fixed by CouchcaptainCharles, including CTDs, closed taverns, missing locators, etc.
- Updated salary system by Jonathan Aldridge
- Improvements to Nigel Blythe quest by Petros
- Better experience calculation on trade missions by Jonathan Aldridge
- Building Set fixed and re-enabled by CouchcaptainCharles
- Fixes to ship repair and auto trade by Hook
- Fix to high levels items appearing too early in the game by IncredibleHat
- Fixed pistol reload code by Maximus
- Land encounters made more challenging by Hook
- New and improved ships: Light Caravel (Petros), Black Pearl (Kazeite), Amsterdam (Doober and Kazeite)
- Fixed food and rum consumption by Jonathan Aldridge

<i><b>For modders:</b></i>

<i>In console.c:</i>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// ccc: Move to location for testing -->
// Replace "TESTLOCATION" with the location ID of the location you want to test
// Replace "TESTPORT" with the location ID of a port near the location you want to test
// This makes sure your ship will be on the same island as you
// Remove /* and */ below and press F12 ingame to reload to the location to be tested
/*
    DoQuestReloadToLocation("TESTLOCATION", "reload", "reload1" ,"");
    SetCharacterShipLocation(pchar, "TESTPORT");
*/
// ccc <--<!--c2--></div><!--ec2-->

<i>In InternalSettings.h:</i>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define VISIBLE_LOCATORS<!--c2--></div><!--ec2-->
 
<img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

Sounds great! Thanks guys and Pieter - i'm off to download it now <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks a lot, Pieter <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Please tell me how well this update works. It should be quite an improvement over the original Build 13, including all recent fixes and gameplay improvements, but I'm not sure if it even runs at all, because I have been unable to test it whatsoever. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
this just goes right on top of the build13(full) version right? Do i need update1 or anything like that? I ask as i've had a few odd things since installing this update.

I installed ontop of the build13(full). I didn't re-run runme.bat or anything like that, but started a new game.

Remember the ammo mod issues we were having - icons getting left in your inventory while not actualy being anything etc? well that kind of thing is back - i've seen it quite often when transfering stuff between the party.

remember the time i lost the ability to adjust the gamma/brightness/contrast in the graphics option screen? well that's an issue again.

The good news is the on-land encounters are much tougher now - i actualy got killed while forgetting to block! so that is a huge improvement(cheers Hook!), i can see toughness becoming a neccesary trait for my party officers!

So after my first try with those two initial re-emergence of past issues, i decided to re-initialise - which dint solve those problems sadly. Then i re-ran the runme.bat and it all got a little screwed up(keyboard controls wise).

So some excellent news(re land combat) and some bad(re the other stuff i've seen). Anyone else had similar problems?
 
LOL! How many games where a change to make you get killed more is hailed as an improvement? hehe

Hook
 
<!--quoteo(post=176246:date=Dec 18 2006, 09:19 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Dec 18 2006, 09:19 PM) [snapback]176246[/snapback]</div><div class='quotemain'><!--quotec-->
LOL! How many games where a change to make you get killed more is hailed as an improvement? hehe

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

well it is a relief really, being hit by a sword should hurt! - standing their unable to be killed at all was too weird imho.

Which bits of this update would be involved in this making land-encounters tough? I'm thinking i might just extract that bit from this update for now, and see if i can work out which of the other additions have created the problems i saw? Is it the Lai_ai.c file or something like that?
 
<!--quoteo(post=176233:date=Dec 18 2006, 08:31 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 18 2006, 08:31 PM) [snapback]176233[/snapback]</div><div class='quotemain'><!--quotec-->
this just goes right on top of the build13(full) version right? Do i need update1 or anything like that? I ask as i've had a few odd things since installing this update.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You shouldn't need update 1. If you have messed up controls, reset the controls to default in the options menu. I don't see why the problems you mention aren't in Build 13 but <i>are</i> in the updates. If I remember right, nothing was changed in the code that has to do with those things. Anyway: Post them on the Bug Tracker and I'll have a look at the code in the weekend.
 
The Update 2 doesn't work for me. I can load old games and stuff, but the build settlements thing isn't there after I reinitialize. If you look at my "How to build settlements" post, theres a full description of what happens when I starta new game.
 
i might be on to something about those permanently empty chests. could everybody please check what the name displayed at the top of the screen when opening a chest that turns out to be empty because of the bug? i mean the text like 'vendor', 'chest', 'weapons locker' and such. the reason that i ask is that i once encountered it too (but it might be a one of a kind bug), and then it said 'ship chest' at the top, and my ship chest was empty. i basically opened the ship chest from the shore. if i keep encountering it, i'll put some stuff in my ship chest. the chest that had the problem was the chest you can find on the isla muelle docks to the right of the city gate.
 
I got B 13 the other day and I've been playing it for the past couple hours. I love the new icons (blacksmith, tailor and church, as well as some small ones like for your personal land holdings), but almost literally haven't noticed any changes besides that. What should I look for that'll blow my 'nads off?
 
Alan Smithee! I haven't seen you in these parts in quite a while, good to see you back! There is a readme with Build 13 that can describe it far better than I could. I will say that Build 14 alpha is a humdinger with all kinds of changes, but the bugs have not all been worked out yet. Build 13 has tons of changes and improvements of 12.1, but you might not see them all right away. Good to see you back in the neighborhood! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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