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Build 14 Beta 1 Feedback

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
So now that Beta 1 is available, our modders here would of course very much like to know what the testers and players think.
What do you like? What don't you like? How's the balancing holding out?
What about those new manoeuvring characteristics, courtesy of Snow White Sorrow's WBT project?
How do you like the various storylines? Are the stories interesting? Any scenes you like?
Stuff in the stories that you hadn't seen before in the game? But also, what are you still missing in the stories?

I've been reading some of the old Build documentation and there really IS a lot of fun to be had.
Did anyone try any town management by making a BuildingSet town?
And did you know you can make exploding boxes with the BuildingSet too? Nice boobytraps for enemies!
Or take crewmembers ashore and encounter all sorts of additional town and jungle encounters?
When's the last time you visited the Greenford Maltese Knight Abbey?
Have you tried increasing your maximum HP by finding the Bridgetown apothecary and giving him four rare items found in chests?
How about the Special Weapons, eg. the grenades, blunderbusses, stinkpots and other such things?
And what about the new Officer System that makes all officers contribute their skills?

These are just a couple of fun things that I could imagine players aren't quite aware of,
but they're really a lot of fun too. :yes
 
Ever tried battling a 44 gun lineship / armed merchantman in a bermuda sloop with 24lb carronades? That and the assault / transport frigate is one of the best low-cost and reasonably effective 'pirate' ships available, that can carry greater than standard size armaments for their class.

Sailing those 'assault ships' with small numbers of big guns is absolutely epic, and there's no room for error. One broadside and your pathetic sloop literally disintegrates (if you're not moving quick enough to evade the shots). You need momentum in both speed and rotation for defensive maneuvers, that means in a ranged battle you plan to zig in, fire and zag out of enemy cannon range like English warships did against the far larger war galleons of Spain back in the 16th century.

Hint: All the way into the Second World War and until the advent of guided missiles, hit probability goes way down if the target is turning, as the attacker's firing solution is made ineffective. POTC gunnery AI works on the same principle. Your AI gunner 'predicts' target motion and fires on a certain azimuth to intercept it with gunfire.


Took about an hour of carefully staying in the behemoth's blind spots, and deliberately sailing perpendicular to the wind to maximise heeling so I can fire aimed shots up into the rigging. And the lineship isn't helpless either with the new sailing model. She has momentum in speed and momentum so great (big ship = high inertia remember) that you can't do the "sail upwind and AI gets stuck" routine. I pretty much forced the enemy ship into a huge continuous turn and I used superior agility to 'cut' that turning circle to deliver short ranged broadsides. Pointing your guns at the enemy at all times doesn't work as you're sharing the same turning circle as the target and a 20 gun broadside vs my 4 guns isn't a very bright idea.

And the new sail hitpoints make disabling enemy ships more of a planned affair with skilled cannoneers and officers, not point, shoot and magically the enemy stops.

I had a hell of a time capturing the big ship and sailing her back in port against the wind (not easy at all with a earlier period square rig), trading in the ship for a brand new snow brig. I found it to be very maneuverable but rather difficult to sail upwind... exactly like in history.

Is that good enough Mister Boelen :p

Oh, and if you want heroic 'WW2 destroyer' type tales, sail a lugger (preferably the heavy type) in defense of a poor merchant ship trying to run from a squadron of 4 enemy brigs. Be creative and enjoy the tactical gameplay. Precision drills work better than desperate housewifery :)
 
That sure made for a good read; thanks Snow White Sorrow!
I sincerely hope that other players will also be able to get such experiences now.
It sounds like great gameplay value and a lot of fun
for those willing to put their time in such things, eg. US! :woot

Now I AM still hoping to hear from other people who I know have been playing the game.
We do seem to be getting reports when things are REALLY wrong, but the one area we don't hear much from,
despite being VERY important, is feedback on actual gameplay. How does the game 'feel' now
and how is the balancing holding up? Is it fun? Or is it annoying?
Which parts add to the game and which ones detract?
 
Yes feedback on stuff that is good and even bad is appreciated, so we can make the mod BETTER :cheeky
 
There's more feedback for ya. It even made it to moddb's front page features!

http://www.moddb.com/features/pirates-of-the-caribbean-as-naval-warfare-school-why-not
 
Ok, some more feedback for y'all:
Armed Combat- This seems to have gotten much harder. I have gotten to the point that I go out of my way to avoid sword fights, as I die in them more often than not. This in spite of my 6 score in mele, level 14 and a good sword in perfect shape. In Build 13 I rarely died from sword fights unless I was taking on ludicrous odds, so I would like to think I am at least nominally competent in that area.
Officers- The officer system is somewhat awkward in at least one respect. If I go to board an enemy (which I rarely do anymore because of the above)I have to remember to go into my Passenger screen first and change out my Gunner and my Carpenter as neither of them have anything in the way of mele skills, and no apparent way of changing that. I have to have two "Masters at Arms" on my crew just for boardings. While this may be somewhat realistic, it definitely breaks immersion. And if I get boarded before I swap them out, I lose a perfectly good gunner that I have invested time in training. Why can't I teach them mele skills anymore? My gunner, carpenter and bosun have always been my companions, but now I don't even dare keep two of them with me when I go to town, for fear they will get killed in a brawl. I guess I would have to say in my opinion the system has reduced the officers to interchangeable tools in a toolbox rather than characters you can allow yourself to become attached to.
WBT Sailing- I believe I gave my opinion of this in a previous post, but now having sailed in 5 different ships models, in case there was any doubt about where I stand on the issue- :warr
Storylines- I have not played any of the new storylines yet, but my son has started all of them. My impression from helping him when he gets stuck is they all seem to be still works in process, but I will reserve judgement until I actually play them through for myself.
Outfits- There are a lot of great new outfits and uniforms that really add to the variety and diversity of the game, much in the same way the vast number of unique ships and skins enrich the aquatic landscape. My only quibble is that a number of them either have incorrect or generic pictures as portraits, which is probably fairly easy to correct.
Graphics- I dunno, I keep hearing Pieter brag about how great the new water looks, but I just don't see it. Most the time I am sailing over a checkerboard of tiles. Around port, and even at sea sometimes I get these oilslick prismatic color schemes. The light sparkling off the water just look like little white squares. Maybe I'm spoiled from the AOPCT and COAS water, but to my eyes, this is really bad. Ship details and some of the new outfits are really good on the other hand.

I'll add more when I think of them.
 
About the fights - last time I tried PotC I was surprised as well. I think it might have something to do with "Block Damage" in the advanced option. And another thing is that attacks seems to be awfully too fast. I remember several months ago when I wanted to look at the fighting animations I had to slow them a lot just to be able to actually see what the move was like.

About officers - I don't understand your problem. You put in the 3 active slots, which are now only meant for chosing fighters & land party if I'm correct, the officers you like the most which have weak fighting skills? What for?
And not being able to train carpenter & gunner in figthing skills, is that a side effect from the autoskill system?
 
At the moment the Kraken attack can only be triggered two ways, one of them is in the Jack Sparrow storyline in a PRE-DMC feature :yes
 
Armed Combat- This seems to have gotten much harder. I have gotten to the point that I go out of

my way to avoid sword fights, as I die in them more often than not. This in spite of my 6 score in mele,

level 14 and a good sword in perfect shape. In Build 13 I rarely died from sword fights unless I was

taking on ludicrous odds, so I would like to think I am at least nominally competent in that area.
Note that we have now set default difficulty levels for various storylines.
If you don't make any changes, the Standard storyline is still on Apprentice.
But the other storylines are usually set to harder.
You can manually decrease the difficulty before you start though
with the Difficulty setting in the Select Storyline interface.
You might want to try doing that. :yes

You should also be able to decrease the difficulty WHILE in your current game.
Talk to a tavern-hired officer and say "About me" and "I don't seem to fit in quite right in this world..."

Also, Hook changed the block/pierce code so that these values actually get meaning.
If you find your blocks are pierced too frequently, try getting a blade with a higher block value.
That could also help. :doff

Officers- The officer system is somewhat awkward in at least one respect. If I go to board an enemy (which I rarely do anymore because of the above)I have to remember to go into my Passenger screen first and change out my Gunner and my Carpenter as neither of them have anything in the way of mele skills, and no apparent way of changing that. I have to have two "Masters at Arms" on my crew just for boardings. While this may be somewhat realistic, it definitely breaks immersion. And if I get boarded before I swap them out, I lose a perfectly good gunner that I have invested time in training. Why can't I teach them mele skills anymore? My gunner, carpenter and bosun have always been my companions, but now I don't even dare keep two of them with me when I go to town, for fear they will get killed in a brawl.

I guess I would have to say in my opinion the system has reduced the officers to interchangeable tools in a toolbox rather than characters you can allow yourself to become attached to.
That sounds really quite bizarre, because those are the kind of things that the new system is supposed to AVOID.
ANY officer that you have with you will contribute the skills that are appropriate for his current assignment.
This means that you do NOT need to have your gunner and carpenter in your "Active" officer party anymore.
So you can put only good fighters in your three officer slots and they will follow you on shore and on boardings.
These can be assigned officers, such as a Navigator who is also a good fighter,
but could also be fighters who are not assigned to other duties.
This means that you should NOT need to swap around officers anymore.

If there are any officers that you never want to get involved in boardings,
you can also talk with them, select "About you" and tell him to "Sit out the next boarding".
In this case, he will still follow you ashore, but will not be there on boardings.

Storylines- I have not played any of the new storylines yet, but my son has started all of them. My impression from helping him when he gets stuck is they all seem to be still works in process, but I will reserve judgement until I actually play them through for myself.
Most of them should be really quite playable by now.
There might be some issues occasionally and they are indeed still being worked on,
but most of what is already there should be working too. :yes

My only quibble is that a number of them either have incorrect or generic pictures as portraits, which is probably fairly easy to correct.
It is easy, but a lot of work. I would like to have somebody do this one day.
But since everybody is busy with other things, I don't know who could do it.
Unless you can find somebody to convince to do it. We'll help him figure out how. :yes

Graphics- I dunno, I keep hearing Pieter brag about how great the new water looks, but I just don't see it. Most the time I am sailing over a checkerboard of tiles. Around port, and even at sea sometimes I get these oilslick prismatic color schemes. The light sparkling off the water just look like little white squares. Maybe I'm spoiled from the AOPCT and COAS water, but to my eyes, this is really bad. Ship details and some of the new outfits are really good on the other hand.
The only REAL improvement with the water is that it turns light Caribbean blue near shores.
As far as I'm concerned, that DOES look very good.
But other than that, there's not much changed over the original game.

And not being able to train carpenter & gunner in figthing skills, is that a side effect from the autoskill system?
It probably is, yes. They won't be good fighters until they actually gain experience in fighting.
So if you want to train them in fighting, you'll have to take them with you,
give them lots of bandages and potions and protect them if they're in danger of dying.
You could also try to find some items that can increase their fighting skills a bit.
That should help. :yes

I saw in the feature list "kraken attack". How does it work?
At the moment, it's not a part of actual gameplay yet apart from that Pre-DMC part that Captain Maggee mentions.
It can only be triggered manually through code.
However, I do intend to add random Kraken attacks to the DirectSail encounters.
This should be pretty simple to do, but I don't know when I'll have time to actually DO it.
 
Hey all,

I first had this game when it was released and although I really enjoyed it, the sheer amount of game stopping bugs, drove me to distraction and I found everytime I won a big ship battle and actually managed to board an enemy ship I was terrified the game would crash on me...sad thing is normally it did.

A few days ago I thought well why not, reloaded the game, did some searching in the hope there was some hot fixes/patches to sort the bugs out, found this site, downloaded the lot and hoped for the best.

As a whole the game now feels really fresh, tons of things to do, and alot less crashes. I like the additional story lines, the fact that the controls are a hell of a lot better to use and change around, before when you was on land and got into a fight or even tried walking around the resulting movement required that you spammed the whole width of your keyboard, and threw in some facerolling for good measure. I love the idea of flags so even when normally hated you can still go pretty much anywhere, now I just need to remember to actually fly the right flag when I go to these countries.

I have found there was so much tweaking/changes I cant even say what I like most as to me, this is what should have been released before, the game is smoother, looks nicer and I dont worry that i have to save every 24 seconds or that better yet my save games are corrupted.

In fact the only problem I have seem to encountered along my travels is the port at Pointe-a-Pitre, i cant disembark there, well I can but all I can do is move side ways and I cant fast travel or do anything but reboard my ship, which in turn cant go anywhere either, it now means I stuck with a crappy merchant who wont meet me at the dock to complete the escort q....boo hiss.

So finally getting to the point, I can say I am honestly grateful for all the hard work those involved have put in, in breathing new life into this game. To me its a resounding success, I still get the occasional crash but compared to what it was, I can live with that, so I a big thanks to all involved!
 
My personal feedback
I like :

-Grenade (when i'm surrounded : boum!! :slap )
-Free-playing
-Side-quest
-Historical Ships
-Differents caracteristics of ships depending on nation
-Various Storyline
-Advanced Options
-Signal of firing canons
-Sails and appearance choice (not in CoAS)
-Cheating/Bug with Sidestep :woot

I would like to see :

-The game is taking place not only in Caribbean but the whole World (but i've seen a topic somewhere in this forum which explains that it is hard even impossible...)
-More various missions from governers (like in CoAS) if i was given an interesting mission or an unuseful one juste for laughing at me and when a player earns high positions, he received more important missions and fleet for that...
-For trading : price changing AFTER transaction (like in CoAS) not DURING transaction, it's not adviced trading gold or silver
-More upgrading ships (upgrading cargo hold, caliber of canons like in CoAS)
-Sounds of shotgun reloading after firing shot

What's the goal of coming in Maltese Knight Abbey except freeing curse soul?
I play this build with a lot of pleasures despite of bugs, and i know how hard it is to do this mod...
:onya
 
after my first attempt, here's my findings:

the bad:

-at rocky shore, the dungeon has no texture.
-your character randomly sheathes his sword when in battle. only happened in that particular cave though. needs more research, but extremely irritating, since it mostly means instant death.
-you seem to be turning really slow when indoors, but only then.
-the moving of the walking keys to W and S is impractical, since you still need the mouse to aim and thus require some control juggling. easily fixed by remapping those two keys to the mouse, of course.
-sliding yourself way sideways through a level is about a third faster than jogging there. i know what i'll be doing.
-the low camera on shipdeck is frustrating, since you can't see over the rail. not much of an issue, but i'll need to get used to standing on the rear now. this was on a sloop or cutter.
-i know what port and starboard is, but not everyone will. might need some looking at in relation to the directsail-encounters.
-swordfighting with your crew to train is broken. nothing happens.
-the gaff on the cutter/sloop was pointing the wrong way, against the wind.
-i'll assume that the nathanial hawk quest is still the only one with a basic tutorial. this is bad, since most people will go for other main quests and thus miss it.

the good:

-the water looks nicer. this might be due to my new rig, i don't know, but i specifically noticed a better moon reflection and a better overall sea texture.
-the 'stock' music has improved somewhat since the stock game.
-i'll have to get used to the new steering, but it's nice so far.
-the more reliable wind changes make for much better seabattles.
-the menu-based buildsettings work as intended.
-skies look way better.
-the auto-skill learning mod works a lot better than when i last tried it. the skills might increase a bit TOO fast, but i'll have to wait and see about that. it really all depends on your playstyle wether or not certain skills increase, which is very good.
-during directsail, you're getting loads of information on just about anything you need to know. excellent. altough i was rather curious how the lookout could find those goods and i couldn't, and he didn't tell me exactly where they were despite that. :p not a complaint, of course, i enjoy looking for the goods. but it's a bit of bent logic in hindsight.

other findings:

-it seems there's now a limit on item quantities per item. i haven't quite figured this out yet, but it's not a bad idea.
-it was a little confusing at first how a single hour took up the rations for a single day, but i remember this being a feature to compensate for the timegap between directsail and the worldmap. this is not mentioned anywhere, however, so i'm suprised it hasn't been reported as a bug yet.
-the only pirates i've seen so far were scarily competent at hitting my hull. i remember them being far less of a marksman, with shot basically flying all over the place. maybe i got unlucky.
 
Thank you very much, Tyrant1442! I'm very glad you enjoy what we've done. :yes

In fact the only problem I have seem to encountered along my travels is the port at Pointe-a-Pitre, i cant disembark there, well I can but all I can do is move side ways and I cant fast travel or do anything but reboard my ship, which in turn cant go anywhere either, it now means I stuck with a crappy merchant who wont meet me at the dock to complete the escort q....boo hiss.
This is where you were supposed to escort a merchant to, is it?
Crap! I fixed that problem about three times already and it just WON'T - GO - AWAY!
Which is really strange, because every time I change it and try the mentioned escort quest, it does work for me. :facepalm
And then somebody else comes around who had a quest going elsewhere and then it doesn't work anymore. :modding

-Grenade (when i'm surrounded : boum!!
Careful with that; you'll get hurt yourself too! :shock
-More various missions from governers (like in CoAS) if i was given an interesting mission or an unuseful one juste for laughing at me and when a player earns high positions, he received more important missions and fleet for that...
That would be nice, yes. More navy gameplay and different types of missions in additions to the current sink/capture ship ones. :yes

-For trading : price changing AFTER transaction (like in CoAS) not DURING transaction, it's not adviced trading gold or silver
Agreed; that would make sense. We just need someone to work on this.
I think someone posted this as a feature request on the Bug Tracker already. :yes

-More upgrading ships (upgrading cargo hold, caliber of canons like in CoAS)
You already can install higher caliber cannons? What do you mean here? :?

What's the goal of coming in Maltese Knight Abbey except freeing curse soul?
You can get a lot of loot in there. Especially in the dungeons below the Abbey.
Though I think the digging spots that are supposed to be there aren't actually working anymore.
That's a bug that we have to fix one day. That was fun to do. :facepalm
 
-at rocky shore, the dungeon has no texture.
Can you enable error logging and check system.log on that one?
That'd tell us which texture file is missing. Sounds strange because the dungeons were stock game locations.
Except for one, which I know did have a texture last time I checked.

-your character randomly sheathes his sword when in battle. only happened in that particular cave though. needs more research, but extremely irritating, since it mostly means instant death.
-you seem to be turning really slow when indoors, but only then.
-sliding yourself way sideways through a level is about a third faster than jogging there. i know what i'll be doing.
These three sound absolutely bizarre. Haven't seen THAT before! :shock
Also I found sidestep to be really quite slow, especially also since time compression doesn't work for speeding it up.
If I want to get somewhere quick, I always run with time compression on (R-Key);
that's infinitly faster than side-stepping all the way! :shock

-the low camera on shipdeck is frustrating, since you can't see over the rail. not much of an issue, but i'll need to get used to standing on the rear now. this was on a sloop or cutter.
That happens on some ships, but not all. Depends on the height of the camera locator, I suppose.

-swordfighting with your crew to train is broken. nothing happens.
I thought swordfighting vs one crewmember worked.
But indeed multiple doesn't. There's a bug in there somewhere, but Maximus couldn't figure it out at the time.

-the gaff on the cutter/sloop was pointing the wrong way, against the wind.
Was it not like that in the stock game too? If not, then WHAT THE HELL DID WE DO TO BREAK IT?
I know Petros noticed that in the past and he figured out a way to fix it for specific ships.
BUT that made the reys turn inside-out. And fixing that would introduce the reverse lighting issue. AGH! :facepalm

-i'll assume that the nathanial hawk quest is still the only one with a basic tutorial. this is bad, since most people will go for other main quests and thus miss it.
Once we've got a proper manual, that shouldn't be so much of a problem anymore.
I suppose we should put a suggestion somewhere that returning players also play the Standard storyline opening tutorial.
I don't quite feel like having to add tutorials to every storyline. :?
 
-the water looks nicer. this might be due to my new rig, i don't know, but i specifically noticed a better moon reflection and a better overall sea texture.
We didn't do much with the water, except make it light Caribbean blue near shores... :?

-the 'stock' music has improved somewhat since the stock game.
We added some new tracks for variety. :yes

-the auto-skill learning mod works a lot better than when i last tried it. the skills might increase a bit TOO fast, but i'll have to wait and see about that. it really all depends on your playstyle wether or not certain skills increase, which is very good.
There's a setting in Advanced Options to decrease the skill increase speed.

-it seems there's now a limit on item quantities per item. i haven't quite figured this out yet, but it's not a bad idea.
What do you mean by this? :wacko:

-it was a little confusing at first how a single hour took up the rations for a single day, but i remember this being a feature to compensate for the timegap between directsail and the worldmap. this is not mentioned anywhere, however, so i'm suprised it hasn't been reported as a bug yet.
That is indeed the case. I don't much like having to do that,
but it's really hard to make worldmap and DirectSail voyage lengths match up properly. :facepalm
Indeed we'll make a mention of that in the manual. And I'm also surprised we never got any complaints on that one. :shock

-the only pirates i've seen so far were scarily competent at hitting my hull. i remember them being far less of a marksman, with shot basically flying all over the place. maybe i got unlucky.
That does sound like getting unlucky. I don't think we deliberately made anyone exceptionally good shooters.
 
-i'll assume that the nathanial hawk quest is still the only one with a basic tutorial. this is bad, since most people will go for other main quests and thus miss it.
Once we've got a proper manual, that shouldn't be so much of a problem anymore.
I suppose we should put a suggestion somewhere that returning players also play the Standard storyline opening tutorial.
I don't quite feel like having to add tutorials to every storyline. :?
I say, let us do like in Mount&Blade, let's have a complete tutorial seperated from all storylines, accessible from the main menu, with different sections!
 
-the water looks nicer. this might be due to my new rig, i don't know, but i specifically noticed a better moon reflection and a better overall sea texture.
We didn't do much with the water, except make it light Caribbean blue near shores... :?

i'll just blame it on the better system specs then. i did notice that the moon's partially in the water though. looks wierd.

-the auto-skill learning mod works a lot better than when i last tried it. the skills might increase a bit TOO fast, but i'll have to wait and see about that. it really all depends on your playstyle wether or not certain skills increase, which is very good.
There's a setting in Advanced Options to decrease the skill increase speed.

i know, i was just stating observations here.

-it seems there's now a limit on item quantities per item. i haven't quite figured this out yet, but it's not a bad idea.
What do you mean by this? :wacko:

every item, or at least the weapons, display the quantity you gave in your inventory/another number, presumably a maximum amount. this is mostly 8. it might be only the case in stores, i don't quite remember. is that maybe the maximum amount a store will buy?

the mentioning of a tutorial option in the main menu has given me an idea:

how about adding a new main quest, which IS a tutorial? it wouldn't be very long, but it would remove the problem of main quests lacking a tutorial, and it could be made as big as neccesary, possibly in the form of a naval training drill and territorial water patrol.
 
nah. i only sold three tiny things.

turns out i already had errorlogging turned on, but i got no logs. at all.
 
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